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_ COMPACT DISC-INTERACTIVE 
_ ADESIGNER’S OVERVIEW | 











Edited by Philips International - J.M. Preston Kluwer 


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Compact Disc-Interactive: 
A Designer’s Overview 


Compact Disc-Interactive 
A Designer’s Overview 


Edited by J.M. Preston of Philips International in Eindhoven 


Foreword by G.A.J. Bastiaens, Director Consumer Elec- 
tronics, Interactive Media Systems, Philips International BV 
and G. Stulberg, Chairman & Chief Executive Officer, 
American Interactive Media Inc. 


He 


Kluwer Technical Books 
Deventer - Antwerpen 


Distribution: 

Kluwer Technical Books 
P.O. Box 23 

7400 GA Deventer 

The Netherlands 


ISBN 90 201 21219 


© 1987/1988 Kluwer Technische Boeken B.V. - Deventer 


First edition, December 1987 
Second edition, March 1988 
Second printing, November 1988 


All rights reserved. No part of this book shall be reproduced, stored in a 
retrieval system, or transmitted by any means, electronic, mechanical, 
photocopying, recording, or otherwise, without written permission from 
the publisher. No patent liability is assumed with respect to the use of 
the information contained herein. While every precaution has been taken 
in the preparation of this book, the publisher and the author assume no 
responsibility for errors or omissions. Neither is any liability assumed 
for damages resulting from the use of the information contained herein. 


FOREWORD 


Compact Disc is without doubt one of the most successful products in 
the history of Consumer Electronics. Of the many reasons for this success 
the following three are the most important: 


© CDhas become the world standard for sound recording and reproduc- 
tion for the hard- and software industry. 


* The specific properties of the CD system e.g. compact in size, easy to 
handle digital encoding, perfect sound, fast access, massive storage 
capacity, as well as its ability to be used in many different environ- 
mental conditions. 


¢ A comprehensive and attractive disc software catalogue. 


The same is true for the newly introduced CD-Video where high quality 
video is combined with CD sound. A third successful product in the 
optical family is the CD-ROM, mainly used as a computer peripheral for 
fast retrieval of text and data. The combination of high quality audio with 
video, graphics, text and data, all interleaved together and offering fast 
information retrieval under user control, has created a new and fas- 
cinating product, called CD-Jnteractive or CD-I. 

CD-I offers a degree of flexibility in the presentation of information 
never before possible in consumer products, bringing a new dimension 
to the ways in which information will be published, distributed and used. 
It combines the power of a computer system for fast access to in- 
formation, with the excitement of attractive multimedia software for 
entertainment, education and information in such a way that the con- 
sumer is unaware that there is a computer involved. He or she just enjoys 
the application on the disc. 


It is self evident that music is an interesting source of software for CD-I, 
combining music with the display of high quality pictures, or even 
motion pictures, together with text and data. We believe that this will 
create many enjoyable applications. Adding sophisticated new video and 
audio enhancements to adventure games or games of skill will create an 
interesting new range of entertainment software. 


The need to improve the quality of education both in the home and school 
environment will be one of the most universal priorities in society during 
the next decade and there CD-I, as a truly multi-media system, can offer 
the type of breakthrough required. CD-I will help the user keep up to date 
with the latest developments in his or her area of activity, setting the pace 
according to the user’s level of knowledge. Reviewing or re-checking of 


the source material by virtue of CD-I’s fast access capability becomes 
much easier and more exciting than browsing through a book. Even 
existing publications, suchas, for example, an encyclopedia, will become 
a completely new product realizing the full flexibility and potential 
offered by CD-I. 


As we consider CD-I principally as a software driven mass consumer 
multi-media system, its success depends entirely on the attractiveness 
and variety of the software catalogue. This software catalogue will 
contain video enhanced music, games, sports, reference books, self help, 
children programs, all kind of educational material as well as tourist and 
travel information. 


Alongside the very interesting consumer and educational market CD-I 
will create attractive possibilities for the institutional and professional 
area, typically in point of sales, point of information and training 
applications. 


One of the critical factors of success for CD-I is the availibility of 
qualified authoring systems. For this, several possible authoring en- 
vironments are available, such as Microware, Microboards, Sun, and 
Optimage. Alongside these systems there are prototype CD-I players 
which will be available to form part of low cost authoring equipment. 


Sony and Philips have now completed the CD-I technical specifications, 
known as the "Green Book Standard". The hardware and software 
industries are now actively involved with the preparation for the in- 
troduction of CD-I. 


Many software companies are already preparing software for CD-I. Our 
own American Interactive Media Company (AIM) is preparing the 
software catalogue for the US market, together with many other software 
providers, while similar developments are also in progress in Europe 
(EIM) and Japan (JIM). We are convinced that other companies will 
become part of this fascinating development. 


We firmly believe that this book will give an excellent introduction to 
the CD-I software creation environment, because "the software is the key 
to success". 


G.A.J. Bastiaens G. Stulberg 
Director Consumer Electronics Chairman & Chief Executive Officer 
Interactive Media Systems American Interactive Media Inc. 


PREFACE TO SECOND EDITION 


This book is an introduction to CD-I. It has been written to provide an 
overview of the current state of development for those who want to know 
more about the topic - perhaps with an ambition to become CD-I 
publishers or to become CD-I designers. 


It is not a designer’s guide. That is, it cannot be used as a vademecum 
while designing a CD-I disc. At the time of writing there is an insufficient 
body of experience to enable such a guide to be written - only two CD-I 
discs have been displayed to Licensees, one by Sony in June 1987 and 
one by Philips in December 1987. The book does, however, represent 
the cumulative experience of most of those already involved in CD-I. 


It is likely that the book will go through many revisions as the body of 
experience grows and many of our expectations are either confirmed or 
denied. The long term success of CD-I is going to be determined by the 
foresight of the publisher and the ingenuity of the designer; so the more 
experience can be shared at this stage, the greater the effort that can go 
into original design work. The reader is therefore invited to write to the 
editor (c/o the publisher) with comments and criticisms so that subse- 
quent editions may be both more informative and more comprehensive. 


This second edition has been edited by Dick Fletcher of New Media 
Projects in London. The substantial revisions to the first edition have 
been made possible in particular by the guidance and detailed comments 
of: 


Richard Bruno of Optimage in Chicago 

Peter Cook of Grolier Electronic Publishing in New York 
Peter Essink of Japan New Media Systems in Tokyo 
Nicholas Lewis of New Media Projects in London 

Graham Sharpless of Home Interactive Systems in Eindhoven 


J.M. Preston 
Philips International 
Eindhoven 


1 March 1988 


Table of Contents vii 


TABLE OF CONTENTS 


HOW TO USE THIS BOOK / 


CHAPTER 1: INTRODUCTION 3 


CD-I TRUE MULTI-MEDIA TECHNOLOGY 3 
WHAT IS MULTI-MEDIA? 3 

Why is Multi-media important? 3 

Multi-media CD-ROM 4 

CD-ROM XA 4 

LaserVision 4 

CD-I and Multi-media 5 
BEYOND MULTI-MEDIA: HYPERMEDIA 5 
INTERACTIVITY - THE ’I’ INCD-I 6 

What is Interactivity? 6 

How to use interactivity? 6 

Interactivity : The Educator 7 

Do Consumers Want Interactive Programs? 7 


CHAPTER 2: THE BACKGROUND OF CD-I 9 


THOSE CHILLY SATURDAYS 9 
ELECTRONIC PUBLISHING 1/1 

OPTICAL DISCS /2 

COMPACT DISC (CD) /5 

COMPACT DISC - DIGITAL AUDIO (CD-DA) /5 
ANALOG AND DIGITAL 16 
INTERNATIONAL STANDARDS 16 
COMPACT DISC - INTERACTIVE (CD-I) 17 
THE CD-I PLAYER 17 

CD-I AUDIO /8 

CD-I VIDEO /8 

THE DESIGN PROCESS 19 


CHAPTER 3 : WHAT CD-ICAN DO 2] 


USING AN INTERACTIVE TELEVISON SET 2/ 
AN EXAMPLE : CD-IGOLF 22 
AUDIO 23 

Quality Levels and Capacity 23 


viii CD-l: A Designer's Overview 


Soundmaps 25 
Specialist Use 26 
Audio Control 26 
VIDEO 26 
National TV Broadcast Standards 26 
Resolution 26 
Safety Area 27 
Compression 28 
Coding Techniques 29 
Image Planes 31 
Motion 32 
VISUAL EFFECTS 34 
Single plane operations 34 
Cuts 34 
Sub-screens 35 
Scrolling 35 
Mosaic Effects 36 
Fade 38 
Two Plane Effects 38 
Transparency 38 
Chroma Key 38 
Mattes 39 
Transparent Pixels 39 
Dissolves 40 
Wipes 40 
REAL-TIME INTERACTIVITY 41 
Real-Time Data 41 
Synchronization 4/ 
USER INTERFACES 42 
Physical Interface 42 
Interacting with the user 43 
CONCLUSION 43 


CHAPTER 4: THE DESIGN BRIEF 45 


DEVELOPING THE DESIGN BRIEF 45 
DEVELOPING THE IDEA MAP 52 
TREATMENT 54 
THE DESIGN TEAM 54 

A Typical Design Team 55 
BUDGET AND SCHEDULE 56 

The Production Process 57 
CONCLUSION 59 


Table of Contents ix 


CHAPTER 5 : DESIGNING FOR PRODUCTION 1 6/ 


DEVELOPING THE STORYBOARD 6/ 
THE CD-I AUTHORING ENVIRONMENT 61] 
The Designer’s Station 63 
The Production Facility 63 
Disc Building 64 
Standard Data Formats 64 
Scripting Subsystem 64 
Audio Subsystem 65 
Video Subsystem 65 
The Presentation Editor 65 
The Database Subsystem 65 
Testing and Simulator Subsystem 66 
BASIC PRINCIPLES 66 
Tracks and Sectors 67 
Disc Capacity 68 
Data Transfer Channels 69 
Data Transfer Channels: Audio Playback 70 
Data Transfer Channels: Video Playback 7/ 
System RAM 72 
Microprocessor 73 
THE MECHANICS OF CD-I DESIGN 74 
Interface Devices 74 
Screen Design 74 
Screen Effects 75 
Controlling the Dataflow 77 
Interleaving 77 
Seek Time 79 
Synchronization 80 
Synchronizing to Audio 80 
Synchronizing to Video 81 
Timed Cues 8/ 
Interactive Design 8/ 
CONCLUSION 82 


CHAPTER 6 : TYPICAL CD-I APPLICATIONS 83 


THE GROLIER MULTI-MEDIA ENCYCLOPEDIA 85 
Designing the Interactivity 85 
Mode of use 85 
Data Management 86 
Screen Interface 86 
Menus 86 
Screen Effects 87 


x CD-I: A Designer's Overview 


Graphic Control Panel 87 
Interactive Branches 87 
Domain Seeks 88 
HOT SHOT SPORTS 88 
Photographic Database 89 
The Animated Figure 92 
Action Areas 93 
Audio 94 
COUNTRY HOUSE MURDERS 94 
Surrogate Travel 94 
Handling Disc Space 95 
Icons 95 
Audio 96 
POP SHOWCASE 96 
Partial Screen Updates 97 
Disguising Disc Seeks 97 
Singalong 98 
Screen Proportion 98 
INTERACTIVE UNDER FIVES 99 
Shape Recognition 99 
FRENCH PHRASEBOOK 100 
Chroma-key Facility 102 
Real-time Dramatizations 102 
CONCLUSION 107 


CHAPTER 7 : HOW CD-I WORKS 109 


DISC STRUCTURE 109 
Disc Organization 109 
Disc Label 110 
Path Table and Directories J/1 
Files 112 
CD-ISECTORS //2 
CDI Sector Format 112 
CD-I Audio Sectors 113 
CD-I Video Sectors 114 
DYUV Images 115 
CLUT Images 1/5 
RGB 5:5:5 Images 116 
Run-Length Images 116 
Program Related Data sectors 117 
CD-I DECODER 117 
CD-Drive/Player 118 
Audio Processor 120 
The Audio Processing Unit 121 


Table of Contents xi 


Video Processor 12] 
RGB Levels 125 
Display Control Program (DCP) 126 
The Hardware Cursor 128 
Border Color 128 
DMA Controller 129 
Random Access Memory (RAM) 129 
Non-volatile RAM (NV-RAM) 1/30 
Clock/calendar 130 
Pointing Device 130 
Transfer Paths 130 
Application Software 130 
Audio Pathways 132 
Playback from System Memory 1/32 
Video Pathways 132 
Image Store (RAM) 1/32 
CD-RTOS 133 
Organization 133 
THE KERNEL 1/35 
Configuration Status Descriptor 135 
Start-up Procedure 135 
File Protection 1/37 
FILE MANAGERS 137 
UCM Video 137 
UCM Audio 139 
UCM User Interface 139 
Compact Disc File Manager (CDFM) 139 
NV-RAM File Manager (NRF) 140 
DRIVERS 140 
SYNCHRONIZATION AND CONTROL 1/40 
Play Control Structure /4/ 
Real-time Control Area 14] 
InVision 142 


APPENDICES 
A: TECHNICAL SPECIFICATION SUMMARY 1/43 


B: AGLOSSARY OF TERMS 1/45 
C: CD-RTOS AND INVISION 20] 


INDEX 237 


HOW TO USE THIS BOOK 


This guide has been designed to accommodate a variety of readers’ needs 
and interests. It is anticipated that some people will need to study in 
depth, while others will want only an introduction. Even those who will 
eventually study the entire guide may read selectively at first, to gain a 
solid background before coming to grips with the finer details. 


The book grows more technical as it progresses. The seven chapters 
break down this way: 


Chapter 1 explains the concepts of multi-media and interactivity. 


Chapter 2 offers a general background to electronic publishing and 
optical disc technology. The CD-I player and disc are described, together 
with the principal audio-visual features of the system. 


Chapter 3 looks at the audio-visual side of the technology in more detail, 
and explains what CD-I can do, and the design implications of its many 
features. 


Chapter 4 looks critically at the kind of questions the potential designer 
must ask before undertaking a CD-I project and designing the brief. 


Chapter 5 discusses the design process in some detail, and describes 
essential stages and production tasks. 


Chapter 6 presents a range of hypothetical projects which might be 
among the first CD-I discs on the market: a multi-media encyclopedia, 
a pop music program, a language program, and several different game 
styles. Some of the various features and design considerations unique to 
CD-I are illustrated by specific examples within each application. 


Chapter 7 discusses the technology in depth, from a computing 
perspective, and describes elements of the player and the technical 
composition of the disc itself. 


While the book flows logically from Chapter 1 to Chapter 7, readers with 
different needs and interests may want to approach the guide itself 
interactively’. 


Chapters 1 and 2 provide a general introduction and are appropriate for 
senior management and strategists. 


How to use this book 


1 


2 CD-Il: A Designer's Overview 


Itis likely that the potential CD-I designer or producer will read the whole 
book, but may wish to begin with the first two chapters for a conceptual 
introduction, and skip to Chapter 6 to look at how typical applications 
might work. Many may then prefer to think about the design process 
described in Chapters 4 and 5 before tackling the technical material. 


What to look for 
© Chapter 1: multimedia and interactivity 


Chapter 2: optical publishing panorama 


Chapter 3: the media palette 


Chapter 4: some pre-design questions 


Chapter 5: design considerations 


Chapter 6: some CD-I examples 


Chapter 7: inside the technical system 


Appendices: 
© Glossary 
° CD-RTOS and InVision 
° Index 


Because this guide covers so much inter-related material - such as the 
description of a feature from both a design and a technical point of view 
- it contains aids to help readers cross-reference new ideas and concepts 
as they appear in different contexts. These include: 


© Side comments to help identify cross references. 
¢ A Glossary explaining key words and concepts at the end of the book. 


© An Index covering all references to important words and phrases. 


CHAPTER 1: INTRODUCTION 


This chapter introduces the two basic concepts behind Compact 
Disc-Interactive (CD-1), the most recent development in the tradition of 
optical disc recording - multi-media and interactivity. 


CD-I: TRUE MULTI-MEDIA TECHNOLOGY 


Compact Disc-Interactive (CD-I) will be the first publishing medium to 
bring the world of multi-media to a broad general audience. It is essential 
for the CD-I publisher, designer and producer to understand this concept, 
and why CD-I is so much better suited to multi-media applications than 
other technology. 


WHAT IS MULTI-MEDIA? 


The term multi-media originated with the audio-visual industry, to 
describe a computer-controlled, multiple-projector slide show with a 
sound track. In computer terms, multi-media is viewed as a blending of 
media types: text, audio, visual, and computer data in one convenient 
delivery medium. Although CD-I is not the only combination of 
hardware and software capable of delivering multi-media information, 
it is the first to do so in a highly standardized form - and, for broad 
acceptance of a technological concept such as multi-media, system 
standards are a prerequisite. CD-I has been defined as a system standard, 
in contrast to CD-ROM which functions simply as a peripheral to a 
system. The CD-I specification defines how the information is stored on 
the CD-I optical disc, exemplifies how it is encoded in the recording 
studios, and defines how it is decoded in the player. A peripheral such 
as CD-ROM defines only how the information is stored on the disc, 
making international agreement on recorder and player standards 
impossible. 


Why is Multi-media Important? 

Information sources such as books, periodicals, film, television, radio, 
video, LPs, cassettes, and computer software, have evolved along various 
tracks and, in our minds, are viewed as separate and distinct media. But 
information need not be defined by the medium in which it is presented. 
The development of CD-I enable us for the first time to mix information 
from a variety of sources, using the medium most appropriate to the 
message - a short sequence of images called a video clip, computer 
animation, or a screen full of text, all supported by any combination of 
speech, music and sound effect as needed. CD-I combines the best 


Chapter 1: Introduction 3 


4 CD-l: A Designer's Overview 


creative concepts from book design, film and video production, sound 
recording, and software design. This represents a new range of 
challenges for the designer, who must select the most effective 
combinations from the rich media palette of CD-I. 


Multi-media CD-ROM 

CD-I is an optical disc technology, the logical extension of both the 
Compact Disc and Interactive LaserVision. In 1985, CD-ROM 
(Compact Disc-Read Only Memory) was introduced as a mass storage 
peripheral for personal computers (PCs). Though developed primarily 
for text, it can store digital data of any kind, including sound and 
graphics. However, the multi-media potential of CD-ROM is defined by 
processing power, audio output, and the display capabilities of the 
computer that is controlling the CD-ROM drive. While most PCs can 
generate adequate audio and graphics output for computer applications, 
they were not designed to produce high quality audio or to display natural 
video images. CD-ROM is nevertheless well suited to dedicated 
solutions, where internationally agreed standards do not play a 
significant role. 


CD-ROM XA 

N.V. Philips, Sony Corporation and Microsoft recently together 
announced the joint development of an extended, multimedia format for 
CD-ROM, known as CD-ROM XA. The CD-ROM XA development is 
based on the following approach: 


® Interleaved audio in ADPCM format, as defined in the CD-I format. 


® Interleaved text/graphics, based on specified screen format for perso- 
nal computer displays. 


CD-ROM XA will provide a variety of functions which are similar to 
those found in the CD-I format, but which will not be dependent on a 
specific software operating system or microprocessor. This new format 
will allow publishers to create discs which will be able to be played on 
any suitably equipped personal computer, as well as on the CD-I system. 
CD-ROM XA will also add a new dimension to the type of applications 
where CD technology can be applied, in both the professional as well as 
the consumer markets. It will also form the bridge linking CD-ROM with 
CD-Interactive. 


Laser Vision 

With the commercial introduction of LaserVision in the 1970s, many 
pioneers in the computer industry saw the opportunity to combine the 
audio-visual riches of videodisc with the processing power of the 


personal computer. The result was interactive video (IV), a multi-media 
hybrid that uses the videodisc as a computer peripheral. 


In interactive video, computer software stored on a floppy or hard disc 
generates text and graphics, and controls the access of sound and images 
from the videodisc - in response to actions of the person in front of the 
screen (who may be using a keyboard, mouse, touch-screen or other 
device). Interactive LaserVision has developed as a specialist’s 
technology, particularly effective for training and point-of-sales 
materials. Despite this success, it has not penetrated into the broader 
markets of education and the home to any significant degree, because of 
the high cost of the hardware, and a lack of standards for both hardware 
and software. 


CD-I and Multi-media 

Unlike the videodisc and CD-ROM, CD-I has been designed for 
multi-media consumer applications. Its technological premise is the 
complete integration of all media types. How CD-I achieves this, and the 
full range of CD-I multi-media capabilities are fully explained in the 
chapters that follow. 


BEYOND MULTI-MEDIA: HYPER-MEDIA 


The concept of hyper-media could have been invented to describe CD-I. 
Its origins lie in the notion of hyper-text, a term coined by computer guru 
Ted Nelson in 1965 as a method of linking related bodies of information 
to allow the user to browse through different databases randomly. Owl 
International’s Guide’ and Apple Computer’s ’HyperCard’ are two 
recent software products that embody these notions. Creative software 
designers are now using these same concepts to link different kinds of 
media - hence the term hyper-media. 


How does hyper-media work? An example can be taken from the Grolier 
Multi-media Encyclopedia project, which uses a hyper-media approach 
to integrate separate text, audio and visual databases. In this product, the 
user can access the text of an article - say, the biography of Abraham 
Lincoln - and use simple features of the system to find pictures of 
Lincoln, orreadings of Lincoln’s famous speeches. 


This article in turn may be linked to a "Time Machine’ database of 
historical events, which might lead the curious users to, say, the history 
of portraiture or photography and from there to a fully narrated 
audio-visual essay, and so on. 


Chapter 1: Introduction 


5 


6 CD-l: A Designer's Overview 


All this must of course be defined by the design team - clearly, a massive 
task when an encyclopedia is involved - but the concept is a relatively 
simple one. With CD-I, you can link any type of audio, video and text 
information on the disc to any other. 


INTERACTIVITY - THE ’I’ IN CD-I 


CD-I is founded on the concept of interactivity - that is, providing the 
user with a means to interact with a program in a meaningful and 
rewarding way. The success of the CD-I designer in developing 
compelling interactive programs will ultimately dictate the success of 
CD-I in the marketplace. 


What is Interactivity ? 

There are probably as many answers to this question as there are 
interactive applications. Using an automatic bank-teller machine, 
playing an arcade game, entering figures into a spreadsheet program, 
accessing information in an on-line database - all these are examples of 
interaction with a fully computer-controlled device. In CD-I terms, 
interactivity is the method used to interact with the content of a program 
which has been designed to respond in a very specific way to each 
decision, choice or request made by the user. 


The CD-I designer’s role is to balance the objectives of the application 
with the degree of interactive control that is to be provided to the user. 
This balance must be carefullly struck at all times - while a flight 
simulator game might require continuous interaction from the user, an 
instructional program or pop music disc might only require occasional 
stopping and starting. (Remember, the user will purchase a CD-I disc for 
its content, not to get a sore thumb pressing buttons!) 


How to use Interactivity 

There is no magic formula for developing good interactive programs, 
although a full understanding of both the program’s content and the 
user’s needs and desires is a prerequisite. The interactive video 
experience can suggest some rules for the levels of challenge, reward, 
review and so forth which can be useful for certain kinds of program. 


However, in general, only one rule need apply: whatever the goal of the 
program, make the journey to get there - the pathway through the content 
- as interesting and compelling as possible. The TV screen directed by a 
remote control device (a mouse, keypad or joystick) is the door into the 
content. It is the designer’s task to help the user step through that door 
and become immersed in a unique experience. 


Interactivity: The Educator 

Virtually all the experience for developing interactive materials (besides 
video games) comes from the development of educational computer 
software and interactive video. Educators have long known that 
interaction with audio-visual learning materials enhances the 
information transfer. 


The success of interactive LaserVision training materials compared to 
traditional training methods is still further evidence of the potential for 
well-developed interactive programs. 


Reports from training professionals indicate as much as a 40%increase 
in retention can be gained over standard training techniques. In an 
interactive program, the user is in firm control of the level and pace of 
instruction, and actively engaged in the pursuit of knowledge. 


However, the motivation of the student and the job trainee are quite 
different from that of the average consumer, who is looking for 
entertainment or information, but is not compelled to enjoy and benefit 
from the experience. Consumers will not buy CD-I discs to get good 
grades (although a CD-I SAT disc could prove the exception!). 


Do Consumers want Interactive Programs? 

Some observers have remarked that consumers do not want to interact 
with their TV sets. Are they right? We do not yet know. Although a clear 
case for interactivity can be made in the training and education markets, 
nothing quite like CD-I has ever been offered consumers before, and no 
body of research exists to supply us with an answer. The best market 
feedback on which to base conjecture is the experience with video games 
and home computers. Fora short period video games were phenominally 
successful but, limited to ’shoot ’em up’ games with primitive graphics, 
they proved a passing fad. The early home computers also failed to live 
up to consumers’ expectations and quickly joined the video games at the 
back of the closet. 


Were these marketing disasters a fair test of the viability of interactivity 
in the home? Hardly: it was too much to expect simple video games to 
have any lasting value, and the software produced for the early home 
computers was limited by the inadequate processing power and data 
storage capabilities of the hardware, and the crudity of their visual 
displays. 


CD-I does not have these limitations. With its inherent multi-media 
capabilities, massive storage capacity , and the powerful processors built 


Chapter 1: Introduction 7 


8 CD-I: A Designer's Overview 


into the player, CD-I provides a system for software performance which 
is well beyond existing home computer systems. With high quality sound 
and video pictures, CD-I represents a new information resource, 
delivering interactive programs on a wide range of topics and subject 
areas. CD-I should appeal to the same variety of interests that drive the 
sales of millions of books and magazines - certainly no previous 
generation of software has had this capability. 


There are categories of CD-I software that we cannot yet begin to 
imagine, new combinations of information and entertainment waiting to 
be invented. The fertile minds of the creative community will respond to 
the challenge and opportunities of CD-I - the most powerful information 
system ever known. 


Chapter 2: The background of CD-| 


CHAPTER 2: THE BACKGROUND OF CD-I 


The last chapter introduced the key concepts behind CD-I technology - 
interactivity and multi-media. This chapter presents an overview of 
optical disc technology, and CD-I (Compact Disc-Interactive) in 
particular. It traces the history of the medium and explains the different 
kinds of Compact Disc (CD) now available - CD-DA, CD-ROM, CD-V 
and CD-I. It also describes, in general terms, the technical and creative 
aspects of CD-I discussed in later chapters, as well as the market 
opportunities for this exciting new medium. 


This chapter is essential reading both for those who intend to study this 
guide thoroughly - designers, programmers and others preparing to make 
CD-I software - and those who need only a conceptual overview - 
presidents and vice presidents, administrators, marketing executives and 
others not directly involved in the job of production. 


THOSE CHILLY SATURDAYS 


First, an imaginary look at CD-I as we may soon know it. Picture a 
Saturday afternoon in the late autumn. Wintery clouds block the pale sun, 
the air is crisp and cold. The chores are done for the day, (except to rake, 
once again, the eternally falling leaves) and there’s nothing left to do for 
a couple of hours. It’s a perfect time for sport. But, the summer sports 
have finished, there’s nothing on TV until tonight, and outside - nothing 
but fond recollections of warm days on the golf course. 


TOT 8 Solna 


[Archery [i] 

Mcolf fA 
[9 High Jump &! J 
[9 Hockey 













9 


10 CD-I: A Designer's Overview 


Chapter 6: Hot Shot 
Sports for Design 
Considerations 


What a perfect time to try out that new edition of the CD-I golf game you 
picked up at the supermarket this morning. A few preparations are in 
order first - a snack, a soft drink, your favourite chair. Then, slap the 
compact disc in the player, and you’re off to the sunshine again. 


So where to go? Slide through a few of those good-looking choice frames 
... Hot Shot Sport! Yes, that’s you - look out Jack Nicklaus, here you 
come. You select golf from the list. Now choose a course. There are 
several on the disc, but the main thing today is to find sun and heat, so 
why not go for the big one ... that’s it ... the Augusta National, home of 
the Masters. It’s a chance to challenge golf’s greats - and it’s always 
warm in Georgia. 


Before you tackle eighteen holes, why not sit back, finish off that hotdog 
while watching a ’mini-movie’ about one of the most famous courses in 
the world. That’ll get you in the mood, and besides you wouldn’t want 
to smear mustard on the putter! 


Because the CD-I system is both a computer and a television, you have 
the best of both. The huge storage capacity of the disc offers a total 
experience in action and pictures. On the one hand, you can play golf 
with the interactive computer game: choose a whole round ora few holes. 
Whatever control device you use - keypad, mouse or any other - you have 
complete control over the animated figure on the screen, position, swing 
speed and precise moment of impact between the club and the ball. 


On the other hand, with CD-I, the computer-animated character is 
combined with real photographic views of the fairway. The background 
is not a crude computer-generated graphic, but a series of actual shots of 
a world-famous course. CD-I also offers realistic high quality sound, to 
heighten the sensation: if you want to imagine yourself in a tournament, 
CD-I will even provide spectators who will follow your game with 
interest and appreciation! 


You don’t have to work at it. If you need a break from the stress of serious 
tournament golf, youcan relax with some narrated video sequences about 
the course. They describe the history, course layout, and some of the great 
golf moments that have happened there. What a thrill to play a round on 
one of the most famous courses in the world - from your armchair, CD-I 
style. 


The technology that can take a golf lover to Augusta or St. Andrews could 
equally take an amateur archaeologist through the Pyramids or an 
Etruscan tomb - or a gourmet cook into the great restaurants of the world 


Chapter 2: The background of CD-I_ 11 


for lessons from their master chefs - or a pop music fan into the studio 
to create whole new videos to their favourite tracks. 


All this is possible through a machine no larger or more demanding than 
your VCR. CD-I truly combines entertainment with education, 
information with recreation, in a form that the whole family can use and 
enjoy for years to come. CD-I may seem like the technology of the future, 
but all this is possible now - because of work that began over twenty 
years ago. 


ELECTRONIC PUBLISHING 


Consumer Electronics Market 


Traditional 
Consumer 
Electronics 


Traditional 
Publishing 
Industry 


Institutional Markets 





The concept of publishing - that is, the distribution of information in 
printed form - has altered little over the centuries, even if production 
processes have changed greatly. However, the evolution of new 
communication media - radio, film, television, audio and video 
recording, as well as computing and telecommunications - has effected 
changes which now present wholly new concepts. 


The one feature these new media have in common is that they are stored 
and delivered in forms that can only be read by a machine. They are 
unintelligible to the naked eye. The concept has grown from punched 
paper tapes and cards to magnetic tapes and discs, from factory 
automation to telecommunications and mass data storage, from 
entertainment through to every facet of information management. It is 
now possible to exchange information instantaneously, worldwide. 


12 CD-I: A Designer's Overview 


Yet only recently has electronic publishing touched the world of print, 
with the introduction of computer softwareand live on-line databases. 
These have tended to be used for large volumes of information - typically, 
financial, scientific or legal. It remained for optical digital discs to 
introduce the concept to popular communications. 


OPTICAL DISCS 


Optical disc technology represents a great leap forward in the quality, 
quantity and variety of data that can be stored,and what can be done with 
that recorded information. Furthermore, optical discs are robust, virtually 
impossible to pirate and so versatile that the technology has spawned an 
enormous variety of consumer and specialist applications. 


The original research program led to three product development projects. 
The first of these involved data collection for company archival systems. 
This resulted in the Megadoc system which was the forerunner of the 
current Write Once Read Many (WORM) drives. 


The other two development paths (leading to Compact Disc and 
LaserVision) were for distribution systems. So disc encoding and 
replication processes had to be developed as well. 


The larger storage capacities and lower cost of production of optical discs 
resulted in the Compact Disc - Audio (CD-DA) breakthrough. However, 
optical media have been on the market since 1978 with LaserVision. This 
video version of optical storage has found success in the educational 
world in the form of interactive video discs. The digital compact audio 
disc (CD-DA) was launched in 1982 and has proved highly successful 
in the music listening world. 


Optical media devices can be divided into two categories: 


* Peripheral Devices: devices that can read the optical disc and transfer 
the contents read to an external decoder. 


© Systems: devices that both read and decode the contents of the optical 
disc. 


Both LaserVision and CD-DA from inception were conceived as 
systems. 


Each of these types of device were originally intended for passive use. 
The ’systems’ family was extended in March 1987 with CD-I and in July 
1987 with CD-Video (CD-V is an amalgam of LaserVision and CD-DA 
technologies, with a digital audio track added to the LaserVision disc). 


Chapter 2: The background of CD-| 13 


Optical Recording 


Data Data 


Capture Distribution 


2 


FUTURE 





*) CD-ROM XA = CD-ROM extended Architecture 


14 CD-I: A Designer's Overview 


The original LaserVision and CD-DA specifications were also extended 
to form the ’peripheral’ family branch with the introduction of CD-ROM 
in June 1985 and LaserVision-ROM shortly afterwards. 


Both peripheral and system variations are ’read only’ media, though only 
CD-ROM and LaserVision-ROM are named as such. There is a great 
deal of commonality among the LaserVision derivatives and among the 
CD-DA derivatives such as the same basic disc mastering and replication 
processes, and commonality of players for tracking and reading 
disc-bound information. 


The use of optical media, like that of many other types of product, ranges 
from passive linear applications to fully interactive applications. 


Existing media products like film and gramophone records could be 
regarded as fully passive. Television with a remote control keypad has a 
minimum level of interactivity requiring actions as simple as changing 
the channel. The use of other types of product ranges from passive use 
to full real-time interactivity in something like an automobile. 


Optical read-only products span the same range. CD-DA for music 
listening, and LaserVision discs for films are fully passive products. At 
the other extreme are the interactive products of CD-ROM text 
databases, the interactive videodisc programs used in education and 
training, and the fully interactive consumer products of CD-Interactive. 


All optical discs, whether intended for passive or interactive use, are 
based on the same principles. Coded information from a master recording 
on magnetic tape is burnt into a specially-coated glass master disc by a 
powerful laser beam. The beam records digital signals as a pattern of 
shallow pits and grooves on a long spiral path - rather like a conventional 
audio LP, but much, much denser (and winding outwards rather than 
inwards). 


A series of copies taken from this glass master creates the metal stampers 
which are used to press copies in a special plastic. A fine film of reflective 
aluminium is laid over this, and sealed under a tough, clear plastic 
topcoat: this allows the aluminium to shine through, but protects the data 
well away from dangers of dirt, wear or rough handling. Optical discs 
are virtually impervious to damage. 


A low-powered laser in the reading head of the disc player bounces a 
fine beam of light off the reflective surface of the disc through a network 
of prisms and mirrors to a photodiode which decodes variations in 
reflected light into audio and video signals, and computer data. The 


Chapter 2: The background of CD-| 


output of the player itself is compatible with existing domestic audio and 
video equipment. 


COMPACT DISC (CD) 


The Compact Disc (CD) is one type of optical disc technology. It offers 
a choice of formats for data of different kinds: CD-Digital Audio 
(CD-DA) for top-quality sound recording, CD-Video (CD-V) for video 
clips, CD-Read Only Memory (CD-ROM) for high-volume computer 
data storage and retrieval, and CD-Interactive (CD-I) for the first fully 
interactive combination of sound and pictures, computer text and 
graphics on one system. 


* CD-DA audio discs measure 12cm (4.75") across, andcan carry up to 
72 minutes of top-quality digital audio per side. 


® CD-V discs range from a 12cm ’single’ with six minutes’ video and 
20 minutes’ audio to 20cm and 30cm (8" and 12") discs offering 20 
minutes and one hour of video per side respectively. 


* CD-ROM discs are essentially computer storage media, holding up to 
600Mb of data on a 12cm disc - 150,000 pages’ worth of text infor- 
mation and enough, say, for the complete white and yellow pages of 
the whole of the East Coast of the United States. 


CD-I will hold up to 650Mb on a 12cm disc, but can handle data from 
a variety of source media, including natural video still frames (over 
7800), audio (over 2 hours of top-quality sound or about 17 hours of 
simple narration), text and graphics (up to 150,000 pages’ worth) or, 
more typically, a combination of these under the control of the com- 
puter program also stored on the disc. 


COMPACT DISC-DIGITAL AUDIO (CD-DA) 


Compact Disc-Digital Audio (CD-DA) - what most people now know as 
*compact disc’ - is the most successful consumer product of the decade. 
CD-DA was launched in 1982 and by the end of 1987 about 30 million 
players and 450 million discs will have been delivered worldwide, with 
current manufacturing capacity for over 100M discs a year. Consumers 
embraced the new product because it offered very high quality sound 
reproduction at an attractive price: as the next compact disc systems 
emerge, offering multi-media and interactivity, the effects will be as 
revolutionary as the emergence of sound and picture recording 
themselves. 


All CD technical specifications are based on CD-DA to ensure maximum 
compatibility as the newer products come onto the market: the same 


15 


16 CD-I: A Designer's Overview 


Chapter 3: National 
Television Broadcast 
Standards 


plants can make discs for all formats, the new CD-V and CD-I machines 
will play CD-DA discs. 


ANALOG AND DIGITAL 


Whereas other audio-visual media employ analog recording technology, 
based on variations in electrical current, CD-DA, CD-ROM and CD-I 
compact discs use digital techniques based on the more precise binary 
computer code. 


The striking difference between a compact audio disc and conventional 
LPs and tapes illustrates one advantage of digital technology: the 
digitally encoded compact disc is virtually free from the degradation or 
noise’ inevitable in analog systems. This means not only crisper, cleaner 
audio recordings, but also a medium reliable enough to carry computer 
data as well as audio-visual signals. 


INTERNATIONAL STANDARDS 


To be compatible with existing television receivers and video monitors, 
both videotape (VCR) and LaserVision are tied to national television 
broadcast standards. This analog technology varies in both the 
transmission of the basic video signal and its color-coding. A tape or 
discmade for America, for example, cannot be played on a machine 
purchased in Europe. 


What distinguishes CD-I as an audio-visual medium is that, like CD-DA, 
it is internationally compatible at its most basic level. As a result any disc 
will work in any player, anywhere in the world. CD-I employs digital 
technology. Wherever the system may be, a decoder within the player 
adapts the video signal to the type of receiver or monitor to which it is 
linked. 


Furthermore, the standard was established by two leading manufacturers, 
Philips and Sony, who have licensed over 150 other companies to make 
discs and players. 


Technically, this makes a CD-I disc as universal as a book or audio 
recording. However, CD-I has another feature: one disc can hold enough 
data to present the same material in several languages. Sound, pictures, 
text, graphics and computer programming are stored separately, and only 
mixed within the player during the actual presentation. 


The disc’s large and flexible storage capacity can thus handle the text, 


Chapter 2: The background of CD-| 


pictures and sound to present a substantial program in a choice of national 
languages. 


COMPACT DISC-INTERACTIVE (CD-I) 


Natural Evolution 
1985 
Yellow 
Complete Specification 


Physical 
Format 
Spec. 


Multi Media 
(Consumer + 
Institutional) 
Full Compat. 


Music Peripheral 
(C.E.) (Professional) 
Full Compat. Partial Compat. 


The CD-I Full Functional Specification, or Green Book, was issued in 
March 1987. Amongst a number of ’logical requirements’, the following 
stand out: 


Compatibility with the CD-DA specifications (the Red Book), so that 
a CD-I player can handle all CD-DA discs; (some CD-ROM and some 
more recent CD-DA players can also be upgraded to CD-I). 


Compatibility with existing consumer electronic products so the new 
CD-I player can not only send sound through a home stereo, but also 
pictures as well as sound through the home TV. 


The entire interactive multi-media presentation must be contained on 
one CD-I disc for playback on a CD-I player - unlike interactive La- 
serVison, there need be no extra computer and software. 


Future proof’ technology that takes account of new and proposed 
standards, and allows room for later enhancements. 


THE CD-I PLAYER 


The CD-I specification defines the minimum standard or base case. This 
may be an integrated CD-I system or a separate decoder (or *black box’) 
to upgrade an existing CD-DA player. The basic drive is identical in all 





17 


18 CD-I: A Designer's Overview 


Appendix C: CD-RTOS 


compact disc players and includes control circuitry for the laser read-out 
head. 


At the heart of the CD-I player is its operating system. This controls the 
rest of the system. CD-RTOS, Compact Disc - Real-Time Operating 
System, was developed to presentinteractive multi-media in ’real-time’ 
- that is, in direct response to the user in front of the screen. 


The CD-RTOS, held in the player’s memory handles the basic 
management of the system, including the synchronization of audio, 
video, text, graphics and computer data pouring in from various sources 
for decoding and co-ordination into the final presentation on the screen. 


On all compact discs, information is organized in tracks and sectors. 
Typically, on a CD-I disc all the material in one application is held in 
one track, which comprises many small sectors of individual audio, video 
and text. These sectors are played through the system at 75 per second. 
What appears on the screen, or is heard through the loud speaker, depends 
therefore on what these sectors contain. If they are full of audio, there 
will be no new pictures arriving at the screen; if they are full of video 
pictures, there can be no sound. So the effective CD-I producer must 
learn to balance the creative requirements of his program with the rate 
at which sectors can be played back - the amount of space available in 
the data channel. It is therefore essential for the producer to come to an 
early understanding both of the features available for program making 
and what space in the data channel each individual feature takes up. 


CD-I AUDIO 


CD-I offers a choice of quality levels for both audio and video: higher 
levels produce higher quality, but take up more space in the memory 
banks and in the data channels which send information from the disc to 
the player. The choice of quality level is vital since CD-I must typically 
handle a variety of data at any one time. 


CD-I offers six audio options - three sound quality levels in either mono 
or stereo: A-Level (mono and stereo) is equivalent to the first play of a 
brand new high quality audio LP; B-Level (mono and stereo) is 
equivalent to the very best FM radio broadcasts, transmitted and received 
under optimum conditions; and C-Level (mono and stereo) is equivalent 
to AM radio transmitted and received under optimum conditions. 


16 channels each of 72 minutes’ duration are available to play back the 
audio. A-level stereo uses 8 of them at once, so, allowing for some 
computer control data as well, a CD-I disc can contain just over 2 hours 


Chapter 2: The background of CD-I 


A-level stereo if there is nothing else on the disc; on the other hand, a 
disc full of C-level mono (using one channel at a time) and containing 
nothing else could produce a talking book over 16 hours long - or one 
program in 16 different languages. 


In the critical trade-off between space and quality, A-Level stereo is best 
reserved for a musical interlude, while C-Level is used for commentary 
or background music when other data need a good share of the available 
resources. 


CD-I VIDEO 


CD-I also offers a choice of video picture quality: normal resolution for 
most video pictures; double resolution, for better definition of computer 
text and graphics; and high resolution, to meet future standards in digital 
television. 


CD-I defines four main types of full-colour picture, and a choice of 
techniques to record and process these as economically as possible. 


*Natural’ images such as photographic still frames use a video-based 
technique called DYUV, which offers very subtle and realistic color 
and shading. 


Computer text and graphics can use RGB (Red, Green, Blue) compu- 
ter coding, but more often use a Color Look-up Table (CLUT), which 
creates a palate of up to 256 colors at a time. 


Simple cartoon style drawings use Run-length coding for large blocks 
of single colour. These simple images can be processed quickly 
enough to create animation on the screen. 


Where conventional video creates and records special effects when the 
master tape is edited, CD-I can simulate many effects from still pictures 
recorded on the disc. These include: 


* cuts, wipes, fades and dissolves between images; 

© mosaics and granulation; 

® scrolling horizontally or vertically; 

© partial updates which change the picture in only part of the screen. 
These can be achieved through the use of CD-I’s four visual planes: a 
small ’cursor’ plane at the front of the screen, two full-screen planes and 


a background plane for a fixed backdrop. A variety of images can be 
created by building up a composite picture using two or more of these 


19 


20 CD-I: A Designer's Overview 


Chapter 4: The Design 
Brief 


Chapter 5: Designing for 
Production 


Chapter 6: Hot Shot 
Sports 


Chapter 6: French 
Phrasebook 


planes simultaneously. Clearly, there are considerable opportunities for 
the creative designer. 


THE DESIGN PROCESS 


In the early stages at least, it is likely that most CD-I projects will be 
based on successful work in other media, where the familiarity of the 
concept or title will attract consumers unfamiliar with the new 
technology. 


Work may well begin with documents such as the client’s brief, the 
design company’s proposal, and the treatment and contract documents 
then worked out between the two. 


Essential production documents will likely include a storyboard, a 
flowchart, and scripts for both narration and text screens. The storyboard 
illustrates both the appearance of the finished presentation and the 
interactivity mapped out in the flowchart. In CD-I as in interactive video, 
creative energy is concentrated at this stage, and not inproduction, for 
the scale and complexity of the job means that every detail must be agreed 
before the functional work of creating and assembling the component 
parts begins. 


Many things may happen in parallel during the assembly stage: shooting 
original pictures, creating graphics and text screens, recording 
soundtracks, preparing computer programming and so on. 


When all the material is brought together, it is encoded and compressed 
to create data files for testing on a simulator (a large computer with hard 
disc storage). Here it must be rigorously tested and evaluated, and 
adjustments made until all the interactive elements work smoothly 
together. Only then is it prepared for digital encoding and pressing as a 
compact disc. 


Even then, the work of implementation and evaluation may continue for 
months or years, particularly in so new a medium, to learn from the users’ 
responses what people really want and expect from this exciting new 
medium. 


This chapter has given an overview of the family of optical recording 
technologies and a short description of the salient features of CD-I. The 
following chapters will build on the brief look into CD-I that was 
presented here to include descriptions of the full range of media options 
and the stages in the process of designing a CD-I title. 


Chapter 3: What CD-I cando 21 


CHAPTER 3: WHAT CD-I CAN DO 


The last chapter provided a broad overview of the background to the 
development of optical disc technologies and briefly described the 
features and capabilities of CD-I, This chapter looks at the wide ranging 
media palette available to the CD-I designer. Specific reference is made 
to the audio-visual concepts behind CD-I technology. More details of 
how CD-I provides these capabilities, in technical terms, are found in 
Chapter 7. 


USING AN INTERACTIVE TELEVISION SET 


The heart of CD-I lies in its name - interactivity: CD-I’s ability to search 
and locate the information requested by the user as whenever it is 
required. Also, CD-I can present this information in combinations of 
photographs, cartoons, music, speech and text, all of which can be called 
up at will by the user. 


CD-Iis aimed primarily at consumers. It will also be extremely attractive 
to the professional and electronic publishing markets for such topics as 
education and training, catalog shopping and travel information. 


CD-I has the great advantage of being able to do many of the things that 
other optical disc products can do, but at the same time offering many 
other features as well. It will both play super hi-fi music from CD-Audio 
discs and also display the massive amounts of text and graphics typically 
stored on CD-ROM discs. In addition, CD-I has been designed to meet 
consumers’ expectations of high quality video in still and moving 
pictures, photographs, cartoons and computer graphics. 


The enormous repertoire apparent to the consumer is backed up by 
technical features which the designer must master in order to take full 
advantage of the opportunities presented by CD-I. 


CD-I will play back in all current television standards and, through its 
interactive features, allow the user to pick and choose, mix and match. 
It also offers an enormous range of special effects and technical features. 
In addition to those commonly available in existing audio visual media 
like a choice of mono or stereo sound, video wipes and fades, and 3-D 
graphic images, CD-I also offers, in real-time, a choice of still or motion 
video, three different audio levels, three degrees of picture resolution, 
four coding techniques, and four separate image planes with and without 
transparency. 


22 CD-I: A Designer's Overview 


The description of these features presented in this chapter should give 
the designer sufficient background to sketch out the concept of a CD-I 
project. More detailed technical information is available in later chapters. 


AN EXAMPLE: CD-I GOLF 


The golf game described in the opening of the previous chapter makes 
use of the wide ranging options of a CD-I system. 





A game of armchair golf combines the thrill and expertise of an 
arcade-style game with the high quality sound and visual images we 
expect from television. 


The control device attached to the system - a specially designed remote 
control unit, a mouse, a joystick or perhaps a full computer keyboard on 
some - allows interaction with the animated character. Moving the cursor 
to the golfer’s hat, allows the whole body to move on the screen, aligning 
the direction of the shot. Moving the cursor to the ball, controls the swing. 
Holding down a switch or button starts the backswing, releasing the 
switch releases the foreward swing and tapping once again determines 
the moment of impact with the ball. The resulting flight of the ball has 
been determined by the skill of the player. 


With CD-I, you don’t simply jump into a swing-and-hit game. CD-I golf 
is a multi-media experience. Earlier, we chose the Augusta National 
course in Georgia. Before we started play, we finished the hotdog and 
coke, while watching a documentary about the course. 


Chapter 3: What CD-l cando 23 


It was no different than watching a program on television. It showed us 
top quality photographic views of the course, aerial views of the hole 
layouts, even illustrated maps of the course with inset video sequences 
showing the great comeback victory of Jack Nicklaus at the Master’s in 
1986. And the sound - marvellous! Narration, background music, even 
sound effects that were almost as pure and clear as listening to music 
without pictures from a CD audio disc which we could put on the same 
player. 


Many of the effects that make CD-I programs a delight to watch and 
listen to, or even control and interact with, are created within the CD-I 
system itself. Whether you are planning a golf game, devising a tour 
through a museum, designing a language learning course or a music 
survey disc, understanding and using these features opens up a vast range 
of program possibilities for the CD-I designer. 


AUDIO 


CD-I audio can be played back through a home hi-fi system as well as 
through a domestic television set. It therefore not only meets existing 
hi-fi audio expectations, but also offers hi-fi audio in combination with 
high quality video images. 


Quality Levels and Capacity 

CD-Digital Audio (CD-DA) can store just over an hour’s worth of stereo 
sound of the highest quality on a single 12cm disc - but it devotes the 
whole of the compact disc’s storage and processing capacity to this end. 


Whilst CD-I can of course play back CD-DA quality audio, space has to 
be made available, both on the disc and in the processing channels, for 
the other media - natural video images, graphics and text. The system 
offers the designer three quality levels of audio in mono and stereo. 


The higher the quality level, the more data has to be stored and, at the 
appropriate moment, transferred from the disc. Therefore, the choice of 
quality level can be critical for some titles. It must be determined by the 
disc designer according the needs of his design, the disc capacity, and 
the space available in the data channel. 


On many occasions, there will have to be a trade-off of quality level 
against transfer rate or disc capacity. It is therefore important that the 
designer understands from the outset the difference among the quality 
levels. 


24 CD-I: A Designer's Overview 


These audio levels are: 






Data Channel Occupancy and 
Maximum Playing Time 


DA A B Cc 
(Super Hi Fi) (Hi Fi) (Mid Fi) (Voice) 








4 hours 8 hours 





Max playing time: 1 hour 

MONO 

ec 
Max. playing time: 4 hours 8 hours 16 hours 





¢ A-Level audio, equivalent to the first play of a brand-new high-quali- 
ty audio LP, but, because it is read by a laser beam, without any of the 
noise commonly created by contact between needle and disc. Stereo 
audio of this quality requires only half as much information as CD- 
DA, and thus occupies only 50% of the data channel, leaving the re- 
maining 50% available to handle other material (video, graphics and 
text). Mono A-level audio occupies only 25% of the data channel. 


If the whole of the disc were to be filled with A-Level audio and nothing 
else, just over two hours’ pure stereo (or four hours of mono), could be 
recorded on a single disc. 


© B-Level audio, equivalent to the very best stereo FM radio broadcasts, 
transmitted and received under the very best conditions. Stereo audio 
of this quality requires only 25% of the data channel and so leaves the 
remaining 75% of the data channel available for other material. 


If the whole disc were to be filled with B-Level audio, over four hours’ 
stereo or eight hours’ mono music could be stored. 


® C-Level audio is equivalent to AM radio when broadcast and recei- 
ved under optimum conditions. Audio of this quality in mono occu- 
pies only 6% of the data channel, leaving 94% for other material. 


If the whole disc were to be filled with C-Level mono audio, over 16 
hours audio could be played back. 


Chapter 3: What CD-l cando 25 


Where CD-DA handles a single channel providing up to 72 minutes of 
stereo sound, CD-I offers up to 16 channels in mono. Sound can be played 
continuously as music or narration. 


In addition sound can be transferred from the disc to the player and stored 
as soundmaps in the CD-I system short-term memory to respond to 
interactive cues from the user. 


The wide range of potential applications for CD-I will require a variety 
of audio effects from high-quality stereo music to mono voice-overs and 
narrations. The contribution made by the audio track at any one moment 
will help determine what quality level (and so, disc and channel space) 
it merits: this may vary from segment to segment within the program as 
attention shifts between audio, video, text screens and pure interaction. 


In a music video, it may be worth spending up to half the available disc 
resources for high-quality sound; in a multi-lingual production, the 
multiple parallel tracks can be used for example to provide over an hour’s 
narration in 16 different languages - and allow the user to switch between 
these at will. 


Soundmaps 

In addition to taking the sound directly from the disc, short sound 
sequences can be stored in the player’s own temporary memory for ready 
access and processing without further reference to the disc. These 
sequences are known within the CD-I specification as ’soundmaps’. 


Typically, a soundmap might be used where a short sound effect may be Chapter 6: Hot Shot 
repeated quite often during the course of a segment or program, e.g. in Sports: Audio 

response to a user’s interaction. Once the soundmap is stored in the 

decoder’s RAM memory, itcan be called up at any time, while the player Chapter 5: Basic 

itself retrieves information of other kinds from other areas of the disc. Principles: System RAM 


Soundmaps may be mono or stereo and at any quality level. Two mono 
soundmaps may be mixed to achieve one stereo soundmap, or sound data 
from the disc may be mixed with a soundmap to produce another 
soundmap altogether. Soundmaps may be used once or looped back as 
often as they are needed. 


Soundmaps may also be used to improve the performance of a CD-I 
program by providing temporary storage. Sound can be pre-loaded from 
the disc at a convenient moment into one soundmap into order to release 
the whole of the data channel at a later moment for other material; or to 
be mixed and played back with the output from another part of the disc. 


26 CD-I|: A Designer's Overview 


Specialist Use 

In addition to playback of stored sound, the CD-I system microprocessor 
can be used to generate its own sound. Specialist titles such as computer 
music applications could come provided with optional hardware such as 
a synthesizer keyboard to be attached to the system. 


Audio Control 

The stereo audio output levels may be controlled in a number of ways 
including, for example, panning from right to left, or attenuating under 
the control of the application on the disc. 


VIDEO 


CD-I has been designed to meet consumers’ expectations of the highest 
quality video in still and moving pictures, photographs and computer 
graphics. CD-I shares many features with other audio-visual media - 
particularly, specialeffects such as cuts, wipes, dissolves and so forth. 
However, whereas in conventional video production, these effects can 
be created and recorded only in the editing suite, CD-I can also create 
effects within the player itself. 


It also has a unique combination of additional video features to offer the 
designer - playback on all international television standards, a choice of 
image resolutions, as well as access to four video planes. 


National TV Broadcast Standards 

CD-I will play back on all television broadcast standards. Currently, 
there are two main (incompatible) broadcast television standards used 
variously throughout the world, each with different screen display sizes. 
The system used in North America and Japan employs a 525-line screen 
updated at 30 times per second. This is known as NTSC. The PAL system 
is used in Britain, most of Europe, Australia, Africa and South America 
is based on a 625-line screen. A full picture is updated 25 times per 
second. 


CD-I overcomes this problem of incompatibility. A disc which has been 
made to the CD-I standard for international use could be bought in New 
York and played on a machine in London, Leningrad or Bombay - just 
as for CD music discs. 


Resolution 
CD-I provides three levels of video resolution just as it offers three levels 
of audio quality: 


Chapter 3: What CD-l cando 27 


Normal resolution is equivalent to the best picture quality obtainable 
on a normal broadcast television receiver; it is likely that most CD-I 
images will appear in normal resolution. 


Double resolution is equivalent to the best picture quality obtainable 
on a standard computer color monitor, and provides better reproduc- 
tion of high-quality computer text and graphics. 


High resolution is equivalent to the best quality digital picture gene- 
rated in the studio to AES/EBU standards. 


These resolutions can best be expressed in terms of the number of picture 
elements (known as pixels) which appear across the screen both 
horizontally and vertically. 


NORMAL RES. DOUBLE RES. HIGH RES. 





Safety Area 

The video picture tends to drift beyond the edge of the visible screen, 
particularly in older sets. This is known as overscan. Because of this, 
both television systems define a safety area in normal resolution 320 
pixels across, which is 210 rows high in 525-line systems (NTSC), and 
250 rows high in 625-line systems (PAL/SECAM). In broadcasting this 


28 CD-I: A Designer's Overview 


is known as the television safe title zone, and is virtually guaranteed to 
display adequately on all television receivers. When designing for 
international compatibility the CD-I designer should keep important 
information within adisplay area of 210 rows of 320 pixels (normal 
resolution). 


Screen Resolution in Pixels 


NTSC PAL/SECAM 
360 384 


a 





Normal 240 280 
720 768 
Double 240 a 280 
Nee 
720 768 
High 480 560 
Compression 


CD-I employs compression techniques to store and retrieve audio data 
as efficiently as possible. A variety of techniques are also used in picture 
coding to minimize the sometimes considerable demands of high-quality 
visuals. 


Where conventionally-coded RGB graphics (Red, Green, Blue - the 
standard computer graphic coding system) might occupy 300k bytes of 
digital storage space and take nearly two seconds to load, compression 
techniques reduce this to around 100k bytes, loadable in less than a 
second. 


Chapter 3: What CD-Icando 29 


Coding Techniques 

Four coding techniques are available to the designer. One, known as 
DYUV, is best suited to photographic images. Two, RGB 5:5:5 and 
CLUT are more appropriate for text and complex graphics. While, 
finally, Run-length coding is available for text, cartoons and graphics 
which use large blocks of color. 


Natural photographic images are best handled through a compression Chapter 5: Disc Capacity 
technique known as DYUV, or Differential (or Delta) YUV coding. This 

is based on conventional broadcast television and video technology, 

where Y represents the luminance of a video signal, and U and V its color. 

A combination of coding techniques based on compressing the color 

signals, and coding only differences between consecutive pixels results 

in a compression ratio of 3:1 in comparison with conventional RGB 

coding. 


When subtle shades and gradual changes in tone and texture arerequired, Chapter 7: DYUV Images 
such as in photographic images, DYUV is ideal. It is not suitable for text 
and those graphics which call for a crisper and less subtle display. 


In cases where high resolution is needed for a natural image, a technique 
known as QHY (Quantized High-resolution Y) can enhance the 
luminance (’Y”’) signal to achieve this (the color resolution is sufficient 
already). Instead of direct high resolution DYUV coding, which would 
require four times the disc and memory space, high resolution is achieved 
by interpolation. QHY is used to correct the interpolated values where 
these differ significantly from the true values. This feature is not in the 
Base Case hardware specification. 


Three coding methods are available for graphics: RGB 5:5:5, CLUT and 
Run-length coding. 


RGB 5:5:5 is available only in normal resolution, and provides a Chapter 7: RGB 5:5:5 
compression ratio of 1.5:1 - that is, around 200k bytes per full screen Images 

image - by reducing the number of RGB levels from 256 to 32 (or 8-bits 

to 5-bits) per RGB. This still leaves a range of 32,768 colors to choose 

from. It is very good for graphics, and best suited to user-manipulated 

graphics such as paint or drawing applications. Because other coding 

techniques are available which compress the image at a higher ratio with 

little loss apprarent to the user, RGB 5:5:5 is a relatively inefficient 

means of coding. 


CLUT, stands for Color Look-Up Table. This is the locationin memory Chapter 7: CLUT Images 
where a set of colors that the designer has defined is stored. CLUT is 
available at both normal and double resolution. Compression - at about 
the same 3:1 ratio as DYUV, and double that of RGB 5:5:5 - is achieved 


30 CD-I: A Designer's Overview 


Chapter 7: Run-length 
Images 





by restricting the total number of colors available for any given image to 
a range of 256 or fewer, pre-selected by the designer from some 16 
million ultimately available. The contents of the CLUT can be defined 
as having 256 levels each for red, green and blue, so the total number of 
colors available to the designer for a single image is 256 x 256 x 256 = 
over 16 million. The total range of colors available is greater than for 
RGB 5:5:5, but the number of colors on the display at any one time is 
limited. Since the human eye can only discern some 5,000 to 10,000 
colors in any single image, this restriction in colors only becomes a 
problem for highly accurate representations of natural images where 
subtle gradation is essential. 


When used at double resolution only 16 colors are available instead of 
up to 256 in normal resolution. 


~— 


Clut Length of Run Clut Length of Run 
Location (number of Pixels) Location (number of Pixels) 


Run-length coding is very economical for certain types of graphic image 
suchas cartoons which use large blocks of color. Not only are the number 
of different colors limited, but also the number of color changes on any 
one line. Images like this can be stored, retrieved and manipulated on the 
screen very efficiently through Run-length coding. 


Run-length coding uses the CLUT to define the colors to be used. The 
color choice per image is limited to 128 at normal resulution and only 
eight colors at double resolution. 


The big advantage of Run-length coding is that a typical cartoon or line 
drawing will require only 10k to 20k bytes of data. 


Chapter 3: What CD-Il cando 31 


It is usual to store text in a compressed form using the character coding 
techniques of computers. However text can also be treated as an RGB, 
CLUT or Run-length coded graphic image. The CD-I specification 
defines a standard character set covering all Latin alphabet languages, 
including a number of special characters for currency symbols, diacritic 
marks, and so forth. Alternative character sets and fonts can be created 
transferring information from the disc into the decoder, so CD-I is truly 
multi-national and multi-lingual. 


Image Planes 
Chapter 3: Visual Effects 


Chapter 5: Screen Effects 





Direction 
of view 


oo 


32 CD-I: A Designer's Overview 


The. picture which the viewer sees on the screen can be composed of 
several image planes which appear one behind the other. CD-I offers up 
to 4 image planes. The first is a limited area 16 pixel x 16 pixel single 
color cursor plane. Behind this can be one or two full-screen image 
planes,which may be coded and displayed individually or together in any 
combination of DYUV and CLUT. 


Alternatively these two planes can be merged into one plane so that an 
RGB 5:5:5 image, which uses twice as much data as the other coding 
methods, may be displayed. 


Behind these planes is a fourth or background plane (not in use in the 
illustration) which acts as a backdrop in cases where all or part of both 
image planes are transparent. The backdrop may be a single color 
selected from a fixed range of 16. In some CD-I players, the backdrop 
may be replaced by an external video source. 


The experienced audio visual designer will readily appreciate the 
enormous potential offered by this combination of planes. 


Motion 

The capabilities of CD-I have so far been described in terms of still 
images. CD-I is nota still image medium and the designer is encouraged 
to use motion where it is needed. However, because of technical 
considerations, care must be taken in designing motion material. It is 
important for the designer to understand the ways in which motion is 
achieved. 


The first technical consideration is disc capacity. In computing terms, 
650 Mb of data is an enormous store. In feature movie terms, however, 
one would be forgiven for believing that 7,800 DYUV video images will 
get eaten up in about 4.5 minutes. But of course a movie does not show 
7,800 totally different images in 4.5 minutes - a lingering romantic movie 
might show only two or three basic images in that time with quite subtle 
differences between most frames. So disc capacity can only be calculated 
with precision when the actual information load - the quantity of separate 
bits of information to be shown on the screen - is known. This quantity 
can only be measured after the coding techniques and frame rate are 
known. This is another example of how important it is that the designer 
understand the technical requirements of CD-I - that means in the first 
instance reading right through Chapter 7 and the Appendices. This 
chapter is not the place to delve into so much detail. Suffice it to say at 
this stage that the designer should be aware that disc capacity is a 


Chapter 3: What CD-I cando 33 


constraint, but not a great constraint, if CD-I’s features are to be used to 
the full. 


There are a number of ways in which images can be given motion when 
this is required. 


Full motion on the screen can be achieved through partial updates - that 
is, a technique which changes the picture in only part of the screen at one 
time. The rate at which data can be transferred from the disc means that 
only about 13% of the screen can be updated fast enough to achieve full 
motion video. 


However, cognitive full motion - that is where no subjective motion jitter 
or blur can be seen by 95% of the population - requires a minimum of 10 
frames per second. The designer can achieve moving images at this rate 
covering up to 50% of the screen by using software coding techniques. 


If an even larger picture area is required, full motion video can be 
displayed by using chroma key - a video technique frequently used on 
television in which one image plane of moving elements within the 
picture is electronically keyed over a still or scrolling image in the second 
plane. The size of image which can be achieve on CD-I depends, as 
always, on the amount of new information to be transferred from the disc. 


A similar multi-plane technique is an integral feature of traditional cel 
animation in which the still elements of a scene are constantly re-used 
and a separate cel for the parts which move is laid over the top - typically 
at the rate of 10 to 15 frames per second. Run-length coding is a good 
technique to use in achieving full screen full motion animation since the 
typical Run-length image over the full screen may occupy between 8k 
and 15k bytes. 


Again, the update rate will, of course, depend on the actual complexity 
of the images and the amount of space available for them, which in turn 
depends on the audio quality level and other data needed at the time. 


Limited animation effects may be produced by re-defining the CLUT Chapter 6: Pop 
colors. A singalong sequence in a music application might show a ball Showcase: Screen 
moving across the screen to help the listener follow the words ofasong, Propertion 

To simulate the movement of the ball as it follows the text, a series of 

circular shapes are laid out on the screen, which can be colored using 

locations in the color look-up table. 


The balls can be made transparent by making each one the same color as 
the background. By successively changing the colors to yellow and back 


34 CD-I: A Designer's Overview 


to the background color, the ball appears to move across the screen. The 
CLUT contents are successively re-defined as the ball moves across the 
screen. 


This simple technique, of course, may require a number of spare CLUT 
locations, but it can be very powerful. 


Another possibility is dynamic CLUT update. By re-defining the CLUT 
from line to line down the display, the number of colors available in an 
image may be expanded to the limit that can be loaded into one field - 
about 2,000 colors. 


By re-defining CLUT colors in these ways, it is possible to create a range 
of highly dynamic effects. 


VISUAL EFFECTS 


CD-Ican not only store and retrieve virtually any image as a high-quality 
still or graphic, but the range of special effects available within the 
system itself includes cuts, wipes, dissolves, granulation, scrolling and 
animation -enough features to rival most things to be found in modern 
video editing suites ! 


Single Plane Operations 

Some effects can be achieved on a single image plane, but many require 
both. Single plane operations include cuts, sub-screens, scrolling, mosaic 
effects and fading. 


Cuts 

The cut - the sudden change from one image to another - is the simplest 
visual effect. In a single plane this means cutting between images stored 
in the player’s own temporary memory. A number of images may be held 
this way and used at a rate faster than any designer would likely want to 
use them. 


Cuts can also be performed, of course, by switching directly from one 
plane to another. 


Partial updates are rapid cuts in a single plane covering only part of the 
full screen image. Rapid cuts give full motion video. 


Chapter 3: What CD-l cando 35 


Sub-screens 


7-bit 
CLUT 


SUBSCREEN 
Sbit 
CLUT 


\ 





Each image plane may be divided into a number of horizontal bands ‘Chapter 6: Interactive 
called sub-screens which can, if necessary, use a different coding Under Fives 
method. So images of different kinds can be shown together without 

recourse to both image planes. In the example shown in the diagram, the 

screen is divided in three parts: the main picture can be two DYUV 

images and the band in the lower portion of the screen a text image using 

double resolution CLUT or Run-length coding. The number of 

sub-screens, their positions and their boundaries formed by horizontal 

lines may be defined by the designer at will - in the extreme, each of the 

525 or 625 lines could be a sub-screen. The advantage of using this 

technique in the instance illustrated (a pattern recognition game for under 

5s) is that it frees the other visual plane for a larger, more visible cursor. 


Scrolling 











36 CD-I: A Designer's Overview 


Images may be scrolled horizontally or vertically. Simple examples 
include the vertical scroll of a picture of a clocktower from the base 
towards the top, or a horizontal scroll across an image stored in memory, 
perhaps a panoramic view much wider than the screen itself. In either 
case, the screen acts as a window onto the larger image. The relative 
positions of the image and the screen can be changed to facilitate smooth 
scrolling at any speed. 


A combination of sub-screens and scrolling allows a central area to be 
scrolled between two fixed areas of the screen at top and bottom. 


Mosaic Effects 

Mosaic effects can be used for granulation and magnification of an 
image; basically, they involve reducing the resolution of the image 
through one of two mechanisms called pixel hold and pixel repeat. Partial 
updates of reduced resolution images covering a larger part of the screen 
can be achieved in this way. 


Pixel hold retains the whole picture but reduces the resolution by making 
the image appear granulated. This is achieved by taking a pixel value and 
holding onto it for a defined number of pixel positions both horizontally 
and vertically. The different value (or colour) of the other pixels in the 
original image is ignored. This technique can be used with any image 
coding method, including DY UV and Run-length; the hold factor can be 
any number from 1 to 255, which may be independently set for horizontal 
and vertical directions. 


Pixel hold is used for granulation effects where the size of an image 
remains constant, but a blocking effect is produced as shown in the figure. 
In this example, with a hold factor of two in each direction, every other 
pixel in both horizontal and vertical directions is expanded to four pixels 
on the screen, although the total image size remains the same. By 
changing the hold factor, the resolution of an image can gradually be 
reduced until it becomes unrecognizable, at which point, the image can 
be cut to another and the hold factor gradually reduced so that the new 
image now appears. 


Pixel repeat magnifies a portion of the image without providing greater 
detail. Each pixel is displayed a number of times in sequence, as shown 
in the figure. A pixel can only be repeated 2, 4, 8 or 16 times. This 
technique can only be used with CLUT and RGB 5:5:5 coding so pixel 
repeat can be used for reduced resolution images, which require less data 
from the disc, or to magnify or zoom images. 


Chapter 3: What CD-l cando 37 



























































38 CD-I:A Designer's Overview 


Chapter 6: French 
Phrasebook 


In the diagram, a part of one image is magnified by a factor of two both 
vertically and horizontally, so each pixel in the original becomes four in 
the displayed image. Unlike pixel hold, only a part of the total image can 
be displayed. Partial updates of reduced resolution images covering a 
larger part of the screen can be achieved in this way. 


Fade 

The brightness or intensity of any image can be varied from black to full 
intensity through a range of 64 levels. Different parts of an image can be 
given different levels of brightness than other parts, so only parts of an 
image fade. It is more likely that this effect will be used to move from 
one image to the next in combination with two-plane effects. 


Two-Plane Effects 

All of the coding methods except RGB 5:5:5 allow for two separate 
image planes. The use of two planes, together with transparency, can 
provide a range of very useful effects including transparency in parts of 
an image, mixing of images, dissolves and wipes. 


Transparency 

The most obvious reason for providing transparency is so that the second 
image plane, or part of it, can be viewed through the first image plane. 
For example, a cartoon image in the first plane can be placed over a fixed 
scenic background in the second plane. 


There are three methods of achieving transparency. 


Chroma Key 





Chapter 3: What CD-l cando 39 


The first is the use of chroma key or color key, a technique which has 
been used in the video industry for many years. Red, Green and Blue, 
the RGB colors, for each pixel are compared to the color key value, which 
is defined in 8 bits of red, green and blue. 


If the pixel color and the key color match, then that pixel is made 
transparent revealing the background. Since the color key function 
operates on the final RGB values, it is independent of the coding method. 


Mattes 


OPAQUE 
[__] TRANSPARENT 


Dyer ha aa e 


B : 
9 


% 
i 2€ 
3S Cm 


6 Shout shout let it allout 


-/ #><C IP J a 





A second method for achieving transparency is the use of mattes. A matte 
is an area of any shape - regular or irregular - which is defined on the 
screen so that the area inside the matte is transparent and the area outside 
is not. 


This is achieved independently of color key or any other transparency 
mechanism. A number of mattes can appear on the screen at one time 
and two mattes can overlap. 


Transparent Pixels 


In RGB 5:5:5 only, there is a transparency bit available for each pixel, 
so any combination of pixels can be made transparent. 


Since RGB 5:5:5 does not allow the use of two planes, only the backdrop 
or external video can be seen when the transparency bit is used. 


40 CD-I: A Designer's Overview 


Dissolves 






Before 


After 


As explained, it is possible to adjust the intensity of an image. By mixing 
the two image planes together at different intensities then translucency 
can be achieved. One example of this is the dissolve, where one image 
can turn into another by changing the intensity for each image so that 
one increases as the other decreases, and so one apprear to dissolve into 
the other. 


The use of mattes allows mixing and dissolving to be restricted to parts 
of the screen defined by those mattes. 


Wipes 





Chapter 3: What CD-lcando 41 


This is another way to change from one image to another which requires 
two planes. For example the figure shows a horizontal wipe, where one 
image changes into another by a wipe from from right to left. This can 
be achieved quite simply through the use of mattes where a simple 
rectangular matte, for example, starting from the right hand side of the 
screen and gradually moving across to the left hand side produces a wipe. 
Wipes can of course be horizontal or vertical and in either direction. 
Mattes can, of course, have different shapes and be varied in size, so for 
example a diamond shaped matte can start very small and gradually 
increase in size until the new image covers the full screen. 


REAL-TIME INTERACTIVITY 


This chapter has so far discussed the audio-visual elements in CD-I, but 
another essential feature is of courseinteractivity. Digital data on CD-I 
discs may contain audio, video, text or graphics. Data can also be used 
to control the presentation itself and to interact with the user in front of 
the screen. All this must happen in ’real-time’ (rather than, say the 
artificially fast or slow speeds common in computing), which makes 
special demands on CD-I technology. 


Real-time Data 

Audio and video are of course played from the disc in real-time. In 
addition, data of any kind from any part of the disc can be accessed - that 
is, found and retrieved - at random. This access is instantaneous if the 
new data is close by, and no longer than two seconds if the laser has to 
travel from one extreme position to another. 


CD-I decoders can handle a variety of tasks in parallel and in real-time: 
this is essential if audio, video, text and graphics are to be synchronized 
to reach the user in the right order and at the right time. 


Synchronization 

Synchronization is very critical in the kind of complex multi-media 
presentation that CD-I offers. In the example shown here, the visual of 
the golf club swing must synchronize with a carefully-timed audio effect 
as the club hits the ball. The timing of the synchronization cue depends 
upon the instant that the player - acting through a remote control or other 
input device - determines, which in turn designates the exact moment of 
contact of the club on the ball. 


42 CD-Il: A Designer's Overview 


Chapter 5: 
Microprocessor 


Chapter 5: 
Synchronizing to Video 


This sound effect can be handled as a sound map pre-stored in RAM and 
played through the audio output channels at the required moment. The 
basic images are taken from disc and stored in RAM as drawmaps, and 
the animation sequences are handled by manipulation of the appropriate 
drawmaps. 


Fairway 





G 
Graphic Character Animation 


Synchronization is controlled through data recorded on disc, and may 
occur in response to pre-recorded ’ triggers’ in the program, or the user’s 
spontaneous response to the program. These elements of the technology 
are explained more fully in Chapter 7. 


USER INTERFACES 


Interaction would be impossible without suitable user interfaces - that is, 
devices which allow the user to control or react to information on the 
screen by making choices, decisions and requests. An important element 
of the CD-I design task lies in the preparation of these essential user 
interfaces. 


Physical Interface 

The CD-I system specifies an X-Y pointing device as the main user 
interface. This could be a keypad, a mouse, a joystick, a light pen, a 
graphics tablet. It is always equipped with two trigger buttons which may 
be used in a variety of ways determined by the designer. 


Chapter 3: What CD-l cando 43 


The specific device chosen may depend on the application or range of | Appendix C: The 
applications used, and individual CD-I players may well allowachoice. Pointing Device 

For example, a mouse is suitable when sitting at a table close up to the 

screen for making selections or doing simple drawings on the screen. An Chapter 6: Interactive 
infra red keypad would be most appropriate for those listening to and —_ Under Fives 
watching a disc in television mode - from the other side of the room. 


As an option, an alphanumeric keyboard may be provided with CD-I 
players. This will be necessary where the user is required to input long 
or complex textual responses. 


For players which do not have a QWERTY keyboard, a simplified 
keyboard can be displayed on the screen and the X-Y pointer used to 
select characters from it. 


Interacting with the User 

A pointing device may be used to move the cursor around the screen. By 
controlling the cursor position, the user can select menu items or buttons, 
move level controls and so forth. Scrolling around an image which is 
larger than the display screen may be achieved through directional 
arrows or sliders on the screen. 


The screen may therefore be designed to include certain areas, such as 
buttons - also known as hot spots or action areas. These allow the user 
to make selections, go back to a main menu or pause within an 
application. They may be displayed explicitly on the screen so that the 
user can see them, or the designer of a game for example may have 
decided that they should be invisible. 


Interaction with the user is an essential part of a CD-I system and the 
designer must take great care to ensure that the display on the screen is 
always clear and designed in such a way as to make it inviting. The user 
must always understand readilty what to do - and, indeed, what can be 
done at any point in the programme. 


CONCLUSION 


This chapter has shown the range of features available to the CD-I 
designer. The combinations into which these may be woven may at times 
be bewildering, and certainly make the design process much more 
complex than that for any other audio visual medium. However, rich 
rewards await the imaginative designer who can master the techniques 
and who can conceive and develop programs that will set the world new 
standards of creative achievement. 


Chapter 4: The Design Brief 45 


CHAPTER 4: THE DESIGN BRIEF 


Chapter 3 surveyed the media palette available to the CD-I designer. 
This chapter looks at the special creative and technical challenges posed 
to the designer by CD-I, and suggests some pertinent questions for the 
would-be producer to consider. It outlines typical stages in the design 
and production of a CD-I project, and discusses the skills and 
backgrounds required of members of the design team. 


The previous chapter showed the wide variety of sound and picture 
making effects incorporated into the CD-I system. It is evident that a high 
level of planning and control is necessary if truly exciting and 
intellectually rewarding programs are to be created. 


Like all successful publications of high quality, CD-I discs must be 
designed on the basis of a very clear understanding of the user and 
particularly what the user wants or expects from the program and the 
technology. So the very first task for the designer to address is not how 
to exploit the exciting opportunities that the technology offers but, rather, 
the age old issues of who will want the product, how it will fit into the 
market place, and what attributes of the subject matter make it suitable 
for the medium. 


The successful designer is one who can answer these questions 
accurately, and as a result develop a product that will interest and excite 
the audience. CD audio has established the compact disc as a quality 
product in the minds of the public. CD-I must build on that reputation 
and success. It is therefore important that the first discs meet consumers’ 
expectations of a product which is new, and unlike anything else on the 
market: informative, entertaining, worth the money, and yet not too 
frighteningly modern or complex - in fact, somehow familiar. 


DEVELOPING THE DESIGN BRIEF 
To develop a clear design brief, the potential CD-I designer will need 
first to address several key questions: 


© Why choose this title ? Is it best suited to the market opportunities of 
CD-I? 

* How does this title fit in with the others already on the market? Does 
it duplicate, complement or supercede existing products? 


® Who will want to buy the disc? - especially if they have to buy a CD- 
I player, too 


46 CD-I: A Designer's Overview 


DESIGN PROCESS 





Chapter 4: The Design Brief 47 


* How will the interactivity be used? How will the program retain its in- 
terest over many playing sessions? What will happen if the program 
is left unattended or the user is unable to respond? 


As CD-I grows, the industry will be able to address these and other 
questions in more detail. However, the experience of other media - 
including interactive video - offers some guidance. 


Why choose this title? Is it best suited to the market opportunities of 
CD-I? 


CD-Ican combine high quality photographic images, full-color graphics, 
animation, text and sound in a range of qualities and presented in new 
and potentially exciting ways - and it can store huge volumes of this 
information, compactly in digital form on a single small disc: this we 
know. 


The CD-I designer must decide whether any of these features adds real 
value to a product which could be made in another, more conventional, 
medium. The CD-I title must use CD-I’s unique attributes appropriately 
- and be readily accessible to the consumer. The temptation to exploit 
the technology simply because it’s there, or seek novelty for its own sake 
must be firmly resisted! 


Particularly in the early years, adaptations from other successful mass 
market publications - books, video or computer software - will be 
important. People unsure of the technology will respond to a familiar title 
or concept, and this will form a bridge from the new product to 
established markets. However, to capture these new sales, it is important 
that CD-I really does add new dimensions to a product already successful 
in another medium. Otherwise, why buy the CD-I version? 


The creation of a totally original concept for CD-I will present the 
greatest challenge to the CD-I designer - but the reward will be a 
purpose-built product which makes full use of the CD-I’s unique 
potential, in creatively imaginative ways. 


A series of titles which make use of use the same basic design and 
production processes will help to diffuse the work and cost of developing 
software for the new medium. Typically these might include games, 
instructional materials, reference works and entertainment such as pop 
music programs or children’s shows. 


48 CD-I: A Designer's Overview 


Ask: 
® Is this acommercial, promotable, consumer product? 
© What does CD-I technology contribute? 


© If it is an adaptation from another medium, what is the audience pro- 
file and sales history of that medium? How does that compare to the 
immediate prospects for CD-I, outlined below? 


How does this title fit in with the others already on the market? Does it 
duplicate, complement or supercede existing products? 


The first CD-I designers will waste effort if they try to produce a title 
which is already in production elsewhere, or does not fit into the range 
of products already indevelopment. There is simply not the room for two 
similar titles in such a new market. 


Content providers, those who own titles already successful in other 
media, will look to CD-I as a means of re-exploiting the market. Fears 
that the new medium will destroy the market for the old product are 
ill-founded. 


It has been established, for example, that the film of the book and the 
book of the film stimulate demand for each other. 


The Grolier Multi-media Encyclopedia - one of many titles currently in 
production - is not a more conveniently shaped and packaged clone of 
the 20-volume print Academic American Encyclopedia, but an entirely 
different and complementary product providing education, information 
and entertainment in ways not previously envisaged. 


Ask: 


* DoI know enough about other titles that are being produced? Where 
can I learn more - from the publishing and AV trade press? From pro- 
fessional associations and groups? From the grapevine? 


Who will want to buy the disc? - especially if they have to buy a CD-I 
player, too? 


Chapter 4: The Design Brief 49 


They are consumers who: 
® like electronics for home entertainment (stereo, video, computers); 
* ownaCD Audio player; 


® like to be the first on the block’ with any new product or status sym- 
bol. 


Each potential CD-I project must be thoroughly analysed for its 
commercial potential in that market. Likely applications will include 
education and information, but entertainment is expected to lead the 
market. 


The true multi-media nature of CD-I will allow designers to draw on the 
very best of published material and titles will not be limited to the types 
of electronic material currently available for home computers and in 
arcades. 











Typical applications might include armchair travel and language courses 
with authentic sounds and pictures supported by masses of text; music 
tuition or a pop video that contains information and pictures as well as 
top-quality digital soundtracks, or even the Japanese ’karaoke’ option to 
switch off selected voices or instruments and supply the track yourself! 


Chapter 6: Typical CD-I 
Applications 


50 CD-I: A Designer's Overview 


Chapter 6: The Grolier 
Multi-media 
Encyclopedia 


Chapter 6: Country 
House Murders 


Simple special effects and control commands could allow users to create 
original programming from the sound, pictures and text on the disc. 


The initial target audience appreciates a product with educational value. 
CD-I can offer a constructive alternative to commercial television, and 
even something which encourages people of different ages to play or 
study together. 


CD-I should prove a popular medium with children, with entertainment 
that is engaging, interactive and informative. 


Ask: 


© What is the demographic breakdown of potential purchasers? How 
does this profile compare with that of the first CD-I market? 


© Would celebrity involvement, licensed characters and other familiar 
commercial elements widen the demographic base? 


How will interactivity be used? 


The core of any CD-I title is its interactivity: it is the elegance - or 
otherwise - of this design that makes or breaks the program. 


The user will have to be given the maximum encouragement to interact 
with CD-I. It must be clear at all times what is to be done next; there must 
never be an occasion when the user can get lost within the program; the 
user must always feel in control. Of course the designer may spring a few 
surprises - one would expect as much in a game or similar application - 
but this must not be so sharp as to disorientate the user. 


?U TAMKHAMEN 


AINE LF ELGUPT 





Chapter 4: The Design Brief 


CD-I must also maintain the delicate balance between passive reception 
and true interaction. It is tiring to interact all the time - especially in 
programs which fully exploit the length and complexity permitted by 
CD-I’s storage capacity and multiplicity of effects. Interactivity must be 
perceived as true added value, and not merely a gimmick which becomes 
annoying when the novelty wears off. 


Equally, the interactions themselves must be substantial: trivial rewards 
could put the new user off not only that program, but the whole concept 
of interactive home entertainment. 


A key element in this design is the input device. A CD-I base case system 
can support an infra red keypad - a familiar device to owners of remote 
control television receivers - a tracker ball, a mouse, or a joystick which 
may be more familiar to owners of home computers. The choice for any 
particular application will depend on what room the CD-I player is in 
and how far the viewer is from the screen, but is crucial in establishing a 
friendly interactive environment. Similarly, menu design and other 
visual aids and prompts will also play a critical role; most computer users 
are familiar with the technique, but others will need encouragement and 
guidance. For example, menus can be hidden until they are needed. They 
must certainly be honed until they are as clear and straightforward as 
possible. 





Action regions supported, for example by InVision, can be defined so 
that whole parts of the screen can be used to select routes through the 
disc: point to the door and give it a ’push’ and you’re inside. A whole 
language of icons must be devised to guide and prompt users through a 


51 


52 CD-I: A Designer's Overview 


range of actions and responses. Pictograms and visual aids are especially 
useful in multi-lingual applications, and can streamline the appearance 
of menus and choice frames. 


Audio prompting is a very immediate and friendly way to encourage 
interactivity. Technophiles can be frustrated by the slowness of audio 
prompting, but it has worked well for general audiences in LaserVision 
applications, particularly in point-of-sale projects. 


Paradoxically, part of the elegance of an interactive application may lie 
in allowing the viewer to watch some segments passively. Effective use 
can be made of this ’Auto-play’ mode to sell the application, and to 
intrigue the user into trying new alternatives. It can also help the user to 
improve his performance by showing how the application can best be 
run. We do not yet know how consumers will react to interactivity at this 
level: what models we have - video games, for instance - are not always 
directly comparable with typical CD-I applications such as multi-media 
encyclopedias and programs to teach reading. 


Ask: 

© Who is going to use the title, and how? 

¢ What is the most appropriate way of making interaction easy and fun? 
° Is the user interface fit for its purpose? 


© What is the right balance between interactivity and passive viewing? 


DEVELOPING THE IDEA MAP 


Having established the appropriateness of the title, medium and level of 
interactivity to the market and to the audience, the next task is for the 
designer to give shape to these ideas. 


The design process may begin with a letter of agreement from the 
publisher or other ’content provider’. If the client originally submitted a 
brief for tender, and the production company replied with a proposal, 
there may now be a contract and a treatment agreed between the two. 


The basic document which opens the door to pre-production will 
typically address the following fundamental aspects of the project. 

¢ The Treatment, 

© The Design Team 

© The Budget and Schedule 


Chapter 4: The Design Brief 53 


DESIGN PROCESS 


” DESIGN | “BUDGET _ 
il TEAM ~~ ' oF be 


ae 
ag ea 


. _\ / PRINCIPL lll a 


_ DESIGN. \~ 
ICOMPLETED 





54 CD-I: A Designer's Overview 


TREATMENT 


The starting point for production is the treatment. It is a narrative outline 
describing the proposed content or storyline, often written from the point 
of view of the user, including a description of how the interaction will 
appear to the user. 


At this stage the precise design of the content has not been developed, 
so the treatment would present a hypothetical scenario, offering a 
preview of the possible program scope. It enables a publisher as well as 
the design team to be certain that the initial project brief has been 
understood with regard to what will eventually be produced, mastered 
and bought by customers. 


Ata later stage of the design process this treatment may be redeveloped 
in a more detailed form, when the storyboard phase begins and when a 
clearer picture of the budget has been outlined. A detailed treatment is 
an essential document to brief scriptwriters and a potential source of 
publicity for the application. 


THE DESIGN TEAM 


Programmers 


Graphic Content 
Designers Providers 





CD-I demands a wide variety of design and production skills, some 
drawn from established media such as print and electronic publishing, 
computer programming and audio-visual production, others emerging as 
the technology itself develops. 


Chapter 4: The Design Brief 


Yet what CD-I demands perhaps more than any other medium is not only 
close co-operation within the design team, but also a sound 
understanding by everyone involved of both the technology and the 
individual disciplines which make up a CD-I program. Each must 
understand the technology to make the best possible use of its resources; 
each must also understand the potential (and limits) of disciplines other 
than their own, to choose the best medium for each message. 


In CD-I, after all, the choice between video still, computer graphic, text 
screen and audio is more than a creative one, when storage space and 
speed of transmission are at issue. The way in which the user interacts 
with the program is both a technical and a creative decision which affects 
every member of the team from the software specialist to the screen 
designer and the scriptwriter. For a CD-I project to be truly interactive, 
the whole design team must appreciate the range of technical and creative 
elements involved at every stage. 


Thus, in CD-I, familiar job titles like ’producer’, ’scriptwriter’, ’ graphic 
designer’ or programmer’ may cover arange of new and complex skills. 
Perhaps the early years of CD-I will offer talented and adventurous 
people the kind of opportunities that the early years of film-making and 
television did. 


A Typical Design Team 

° a project producer/director who will exercise creative control and 
ensure all materials are correctly integrated; 

© a project manager who will coordinate activity and progress; 

° a CD-I author who will control the overall interactive design and 
may write the script and the text screens as well; 

© acontent advisor or specialist on the content of the disc; 

° a designer of audio-visual material and software; 

° a graphic designer to originate images and to design user interface 
screens; 

© a programmer to write the software required. 


To compete on the consumer market, CD-I programs will have to offer 
at least as much as established favourites in television, video, hi-fi and 
games - which means not just excellent sound and picture quality, but 
also significant entertainment value and ease of use for an audience not 
accustomed to high levels of interaction with recorded media. 


Accordingly, those with a background in film, TV or corporate video 
will have much to contribute to CD-I - and some new ideas to absorb and 
existing attitudes to change, in the shift from linear to interactive media. 
Yet CD-I is in many ways like a book, and the traditional skills of writers 


Chapter 5: Basic 
Principles 

and 

The Mechanics of CD-I 
Design 


55 


56 CD-I: A Designer's Overview 


and editors as well as book designers, illustrators and art directors can 
profitably be transferred to CD-I. The publisher’s role is similar in both 
media. 


BUDGET AND SCHEDULE 


A target production budget must be developed at the very start. Although 
it will be far too early to develop this in any detail, block sums can be 
assigned to the major elements of production. These should include the 
costs of the interactive design and storyboards, image, sound and text 
origination, This will be constantly reviewed during the initial 
production phase until the completion of the storyboards, when a detailed 
and firm budget can be fixed. 


The CD-I designer must have a clear idea of the cost of the project. This 
might seem to be difficult to calculate, at least until a few titles of 
different kinds have been produced. However, many parameters exist in 
traditional audio visual production to enable realistic target estimates for 
all but the final pre-mastering phases to be developed. 


However, a thorough understanding of the technology is essential to 
create a design which can be realized with the money available. For 
example, the use of CD-I’s multiple soundtracks and image planes means 
that a single disc can be designed for a wide international market, but the 
additional cost of translating all the text and recording all the audio tracks 
must not be forgotten. 


Nonetheless, once the parameters of the content, budget and the 
production schedule have been fixed, many elements of the project are 
as predictable as those of any electronic video program: salary costs can 
be calculated once it has been decided how many people will be involved 
and for how long, material resources from office space to technical 
facilities are predictable, as are the replication costs of the discs 
themselves - all familiar elements of any audio visual or publishing 
project to which firm estimates can be fixed. 


There has currently been so little experience in CD-I production that it 
is not useful at this stage to assign outline costs to production. Many of 
the early projects being developed have budgets in the range $250,000 
or more, while adaptions of existing products will cost much less. Large 
prestige productions developed from scratch will cost a great deal more. 
It seems reasonable to expect typical budgets to be around $250,000, 
somewhat higher than a single volume book, but much lower than low 
budget movies. 


Chapter 4: The Design Brief 


It is worth remembering that successful international book publishing 
ventures have made good profits on budgets well below and sometimes 
well in excess of these sums. Yet the potential returns from sales in a 
truly international market place (once it has fully developed) are likely 
to match the most successful books and movies. 


In addition to the budget, a schedule of work, together with information 
on how that work is to be monitored and achieved has to be agreed. 


Again, it is too early to be helpful about the length of design and 
production time. Simple conversions of existing interactive LaserVision 
products which did not seek to exploit CD-I’s unique features could be 
completed in weeks, while a high original, bespoke product - an intricate 
tour of one of the world’s great art galleries for example - might take 
years. 


Whatever its length, the schedule must show, at specific critical points, 
where and how the review process will take place - who will be involved, 
and what issues are to be addressed at any particular time. Review periods 
may occur at fixed intervals (monthly or weekly, for example) or at the 
end of pre-determined production phases. 


The initial project documents at the treatment stage are likely to set the 
terms for critical stages in the evaluation - say, completion of 
storyboards, during simulation, on delivery to the client, and after the 
program has begun to be used by its intended audience under real 
working conditions. In such a new medium, though, it is entirely possible 
that these criteria may be revised as the project develops. 


The Production Process 


In order to estimate the schedule of work and ultimately a projection of 
the cost of production, it is essential to have a clear sense of the phases 
that a typical application would go through as it passes from the idea 
stage through the design stages to eventual realization as a program on 
compact disc. 


PHASE ONE: is the Idea Map - the development of a treatment, budget 
and schedule. It will also identify members of the design team and the 
probable outside content sources, facilities and studios that may be used 
in the production phase. 


PHASE TWO: is concerned with the development of prototype 
storyboards and flowcharts. These will define the range of problems that 


57 


58 CD-I: A Designer's Overview 


Chapter 6: French 
Phrasebook 


Chapter 6: Hot Shot 
Sports 


need to be solved before production can begin and typically consist of 
archetypal frames, stored in electronic form or as hard copy. 


Prototype storyboards will show: 
° screen design issues 
° elements of the user interface 
° a list of resources for sound and pictures 
° an outline of coding proposals and other authoring issues. 


The prototype flowchart will show: 
© the overall design for the interactive application, in both micro 
and macro terms 
° any design issues which may affect the preparation of applica- 
tion software. 


PHASE THREE: At this stage, problems are solved and definitive 
designs take shape. Electronic storyboards will present prototype frames, 
using master material for both sound and pictures. This material will later 
be encoded to the CD-I specification. The user interface will be 
comprehensively defined and the interactive flowchart will be finalized. 


PHASE FOUR: Electronic storyboards can now simulate parts of the 
program. And the design and production parameters can be tested, using 
the most appropriate hardware. 


PHASE FIVE: The shooting script will now contain a comprehensive 
list of audio-visual requirements, including how these are to be arranged. 
All the picture requirements will be listed according to their original 
format, and their encoding mode, and all audio elements will of course 
also be included. 


A detailed budget and production schedule with reviews and income and 
expenditure schedules should be ready by this stage. A database 
management system will help to monitor all the individual production 
elements comprehensively throughout the project. 


PHASE SIX: Production proper can now begin. After the video data has 
been ’captured’ (whether assembled from existing material or freshly 
shot, or a combination of the two), it must be processed and integrated. 
The video images are composed and reviewed, the predetermined coding 
is applied, and design personnel review the data which is then entered 
into the database monitoring system. 


Chapter 4: The Design Brief 


PHASE SEVEN: The audio data is composed, edited, and mixed down, 
and the appropriate sound levels are selected. The audio material is then 
reviewed in the same manner as the video data. 


PHASE EIGHT: Finally, authoring - the creation of the control code - is 
undertaken when the design is fully implemented. All the audio-visual 
components are linked together with all text and user inputs. 


The project is now ready to be reviewed and evaluated. 


CONCLUSION 


The development of the Idea Map provides a broad picture of the CD-I 
project into the design and production phases that stretch ahead. It sets 
up the control procedures that will help to maintain the continuity of the 
work that may be carried out on several fronts at the same time. With a 
well laid out document, the actual process of designing a CD-I 
application can begin with confidence that it can and will be realized. 


The mechanical design tools essential to the coordination of a CD-I 
application will be covered in the next chapter. These include the nature 
of the CD-I authoring environment, some basic principles of data 
management unique to CD-I, and the way in which various effects can 
be combined. 


59 


Chapter 5: Designing for Production 61 


CHAPTER 5: DESIGNING FOR PRODUCTION 


Chapter 4 looked at the early stages of the design process, in which a 
general plan for the development of a CD-I project is outlined. This 
chapter will look into the next stage, in which the design enters a more 
detailed phase - that of storyboard development. The chapter will outline 
the proposed systems that will make up the authoring environment and 
looks at some basic principles of CD-I design and the way in which 
elements are brought together in the CD-I system to produce a program 
that attracts and holds a user. 


DEVELOPING THE STORYBOARD 


Once the first stage of the design process, dealt with in the previous 
chapter - the treatment, budget and schedule, and the design team - have 
been approved, the project moves into a detailed design stage. The task 
here is to develop one or more levels of storyboard that prepare the way 
for the production and authoring of program material into CD-I digital 
data. Applications in Chapter 6 show the types of storyboard style that 
may be used depending upon the stage in the production process. The 
techniques described here are a typical way to carry this out. However, 
different design studios may carry out the same types of task in different 
styles. 


The storyboard page in the French Phrasebook application would beused = Chapter 6: French 
prior to the final authoring stage, when the precise nature of audio levels, | Phrasebook 
screen coding requirements and interactive branching must be known. 


The example illustrated for the Hot Shot golf game uses a more Chapter 6: Hot SHot 
generalized descriptive form to convey an overview of necessary Sports 
information about screen layout, video planes, audio quality, 

synchronization and the possible transitions to subsequent sequences. 

These could change before they reach the final authoring stage. 


Storyboards would usually be developed alongside a flow diagram that Chapter 6: French 
lays out the branching patterns at each stage of a sequence. It is essential Phrasebook 

to know the pathways between stills or linear sequences, in order to 

estimate processor requirements, images and sound sequences that must 

be available for user choice, and the way in which users can escape from 

a section or get assistance if confusion arises. 


THE CD-I AUTHORING ENVIRONMENT 


Before examining the detailed aspects of design itself, it is worth 
outlining the parts of the CD-I authoring environment that will become 


62 CD-I: A Designer's Overview 


DESIGN PROCESS 















































































e _\ / PRINCIPLES | [| . 





Chapter 5: Designing for Production 63 


available to assist designers with the potentially complex tasks of 
working within data management threshholds for capacity and transfer 
rates. Some of these tools will be useful at the beginning of the design 
process. They will help the designer to simulate the general concepts of 
the program in rough form or as further briefing documents for graphic 
artists or live action directors. Other types of tool will be restricted to the 
final software authoring stages. 


It is important to be aware that, at the time of writing, a variety of | Appendix C: CD-RTOS 
hardware and software design, production and testing tools are under 2d Invision 
development. A number of manufacturers and software houses have 

indicated delivery of protoype authoring systems and software during 

the second and third quarters of 1988. What follows is a description of 

the principles being followed rather than a precise specification of any 

particular hardware system or set of software tools. 


The tools, collectively known as the authoring environment, will 
normally consist of a modular system, expandable from a single, 
low-cost workstation to a network of stations linked together into a 
complete production facility. It will be a distributed system, to allow 
teams of creative people to work simultaneously on an application, with 
easy access to common data and control information. 


The authoring system will assist the designer in the writing of application 
code, the capturing of audio and video, and the editing or digitizing into 
CD-I formats, of these design elements. The edited data will be stored in 
the system’s powerful database, combined with control elements into 
disc files. Testing, another function of the authoring system, will involve 
playing back assembled files ona simulator. It will consist of a read-write 
storage medium and special hardware which will emulate a CD-I player. 
The simulator will ensure that the application is tested in a real-time 
interactive setting. 


The Designer’s Station 

The designer’s station will commonly be a single, low cost workstation 
with CD-I simulation capability used by a design team for storyboarding, 
scripting, program development and testing. It can be used 
independently, by attaching a local disc and/or tape streamer to the 
station. Audio, video and other data will be transferred in digital format 
to and from the station via tape. 


The Production Facility 

The complete production facility will consist of several workstations and 
dedicated audio and video servers. The facility will also use a studio 
server, which will consist of a number of large read/write discs, write 


64 CD-I: A Designer's Overview 


once optical discs for archival storage, and magnetic tape for output to 
the mastering plant. 


Disc Building 

The authoring system will be used for design, production and integration 
of an application through each stage of the disc building process. During 
the scripting phase, the designer needs to be sure that the elements of the 
application will not exceed the limitations of the CD-I player. For this 
purpose, an on-line Constraint Analyzer is being developed which can 
check the script against the known boundaries ofthe player. Disc band 
width, memory limitations, seek times and other key design 
considerations will be analysed using this software. 


When design parameters have been set, the authoring system will guide 
the assembly process, which consists of data acquisition, presentation 
editing and disc building. Data acquisition involves the capturing, 
editing, and encoding of audio and video. Audio acquisition can be 
handled outside the CD-I authoring environment, as many studio 
facilities are capable of handling the complete digitization process. 


Presentation editing links audio and video with programming. 
Simulation will be controlled by the presentation editing software, which 
will also provide data-specific editing tools, and tools for the building 
and testing of real-time records. 


_ Lastly, disc building combines the control information with the encoded 
audio, video, text and application programming. These elements are 
structured hierarchically into records and files, and processed into forms 
needed by the master tape generator. 


Standard Data Formats 

The data used for CD-I applications will come from many sources. It will 
need to be translated into standard data formats to ensure compatability 
and quick, accurate data transfer. The standard formats include reading 
and writing routines and a standard library of access routines. 


Scripting Subsystem 

The term ’script’ is defined here as a set of structure, display and control 
commands which are used by the programmer in creating CD-RTOS 
modules. Simulators will read the script as the CD-I control and 
command language. The scripting subsystem will allow the designer to 
describe the program structure, controls and logical flow. 


Chapter 5: Designing for Production 65 


Audio Subsystem 

The audio subsystem will accept digital audio, and convert it to any of 
the allowable CD-I formats. This will be accomplished by the application 
of digital signal processing algorithms. Digital to analog conversion will 
occur by the connection of a D/A converter to the output stages of a 
digital audio processor. Non-real-time synthesized sound will be 
produced by generating PCM files within the authoring system. 


Video Subsystem 

Images acquired from standard video sources will be filtered and 
processed into digital images. Standard image processing techniques 
such as noise reduction and color balancing will be supported. Manual 
editing and enhancement of images will be accomplished using digital 
paint systems. Once an image has been digitized, filtered and edited, it 
will be encoded into one of the accepted CD-I image formats such as 
RGB, CLUT or DYUV. Previewing the processed images will occur 
using a CD-I simulator. 


The Presentation Editor 

The Presentation Editor will assist in the creation and integration of 
real-time records. It will also link data into blocks and display these 
blocks for testing purposes. Both functions will use a simulator and 
CD-RTOS modules to support communication between the simulator 
and host system. 


The creation of real-time records is one of the most important aspects of 
CD-I development. A real-time record editor will be involved in 
synchronization techniques, interfacing with graphics routines, and the 
generation of correct file interleave factors. 


The Database Subsystem 

The central problem in the creation of CD-I discs is the management of 
the massive amount of data which a disc will contain. The amount and 
complexity of data can be overwhelming, as it combines scripts, 
storyboards, CD-RTOS modules and source files, as well as multiple 
versions and types of images and sounds. Copyrights for all of these 
would belong to different people and organizations. 


The database manager will provide a central control and management 
facility for coherent access to CD-I data. It will parcel out the data to the 
various utility programs and provide data locking to prevent two 
programs from modifying the same piece of data. As modifications are 
made, the database system will maintain a history of such changes. 
Access to data will be controlled, to provide data security and privacy. 


66 CD-I: A Designer's Overview 


Testing and Simulator Subsystem 

The simulator will provide quick turn-around testing of ideas during the 
creation process. It will also test the final disc image before mastering 
takes place. In the basic authoring environment, the simulator will be a 
compiled’ facility. In the future, further development in the area of 
simulators may enable them to provide interpretive facilities. These 
would interpret database files to build the CD-I datastream, allowing 
faster interaction than the compilation technique, which requires each 
disc image to be rebuilt after every change. 


BASIC PRINCIPLES 


The authoring tools dealt with in the first section of this chapter will 
relieve the design team of some of the potentially burdensome 
calculations required to keep track of data in the CD-I system. 
Essentially, a designer wants to know what will happen on the screen or 
speakers of a television system and what will happen when a user 
participates in the various elements of interactive program material. 


This is a major creative task. Software tools that can simulate the effects 
both at the general level and later at the specific authoring level, as well 
as provide feedback on data management, will release the design team 
to apply energy to solving creative problems rather than mathematical 
ones. 


CD-I is not a form of video, like a VHS cassette player, but a 
computer-based technology: sound and pictures are simply aspects of a 
digital databank. That data can be transformed into video pictures, stereo 
sound, text, or it can remain in the digital domain to guide the direction 
of an interactive application. 


The key to understanding CD-I and interactive design is to think about 
it as a computer process, rather than a television or print process. The 
design tasks can then be seen in terms of gathering and organizing 
different types of data that are made available to a CD-I user through the 
interactive computer interface. 


While the CD-I designer need not immediately understand all the 
complexities of the technology, it is important to grasp the basic 
principles of CD-I design - the rate at which data can be transferred from 
the disc, the amount of data required for the various elements that make 
up aCD-I program, and the memory space available both on the disc and 
within the system. For example, how much space is required to store each 
type of data? How fast and to what locations can data be moved before 


Chapter 5: Designing for Production 67 


decoding and playback? What proportion of the available memory 
locations and data channels are consumed by each type of CD-I effect? 
What will happen on the screen while data is being located at a new place 
on the disc? How many tasks can be handled by the main processor? 


In this section some of the elementary calculations needed to keep track 
of storage capacity and processing power are introduced. Design for 
CD-I requires a regular monitoring of both of these by estimating the 
data amounts involved in creating desired effects. Eventually they will 
be handled by authoring stations. Nevertheless, areasonable fluency with 
these numbers will give a greater depth of understanding about the types 
of effect that can be incorporated into CD-I progams. Appendix A gives 
a detailed account of the precise figures for storage quantities and data 
rates. 


Basic Principles 
© Tracks and Sectors 


* Disc Capacity 
© Data Transfer Channels 
° System RAM 


® Main Processor Power 


Tracks and Sectors 

In any CD-I disc, data is stored on a track of sequentially-recorded Chapter 7: CD-I Sectors 
sectors. A sector contains approximately 2k bytes of data. The precise 

amount differs depending on whether it is Form 1 (usually audio and 

video program material) or Form 2 (usually text and program control 

data). 


Chapter 7 deals with this subject in detail. What is important to remember 
here is that the CD-I player reads data at a constant rate of precisely 75 
sectors/second, no matter where on the disc that data is located. This is 
equivalent to approximately 170k bytes per second (that is, 75 sectors 
multiplied by the precise sector size - which can vary slightly). So one 
sector (just over 2k bytes of program material) can be changed and 
interleaved in the stream of data coming off the disc at a rate of 75 times 
every second 


A sequence of program sectors can be grouped together to produce a 
program module. The key to interactive program design is to break 
sequences into short modules that enable the user to couple them together 
through choices made at the screen interface. 


68 CD-I: A Designer's Overview 


Appendix A: Technical 
Specification Summary 


Disc Capacity 

The structure of the CD-I disc is explained in detail in Chapter 7, but 
essentially, the usable total storage space on a CD-I disc is 650 megabytes 
(Mb) of digital data - enough space for roughly 150,000 pages of text on 
a single disc. 


Audio capacity is calculated according to the quality level used. One 
second of Level A stereo uses 85k bytes; Level B stereo 42.5k bytes; and 
Level C stereo 21.3k bytes. Mono at each level requires half these 
amounts. So if 650 Mb of disc space is available for sound, simple 
mathematical calculations can be made to determine how much of any 
particular audio level a CD-I disc may store. 


Unfortunately, a megabyte is 1,048,576 bytes, not 1,000,000 bytes. 
Those not blessed with an understanding of computers must accept that 
there are 1024 bytes ina kilobyte and 1024 kilobytes in a megabyte (1024 
x 1024 = 1,048,576). 


So, to return to our task, if 650 Mb of disc space is available only for 
sound, then just over two hours’ of Level A stereo can be stored (650 x 
1024 = 665,600k bytes divided by 85 = 7830 seconds = 130 minutes = 
2 hours 10 minutes), or a prodigious 17.5 hours of Level C mono, but of 
course with no other data to accompany it. 


Single visual images occupy various amounts of disc space depending 
on how much of the screen each fills, the screen resolution (normal, high 
or double), and what coding technique has been used. 


It should be remembered that an image covering only part of the screen 
requires only a percentage of the space of a full screen image. For 
example, a picture occupying half the width and half the height of the 
screen would take up 25% of the screen (not 50% as the mathematically 
unwary might suppose). 


A single full screen DYUV image in normal resolution and occupying a 
full 8-bit plane fills 360 pixels x 240 pixels in NTSC (384 x 280 in PAL). 
Each pixel needs 1 byte, so the mathematical calculation is quite 
straightforward: 360 x 240 = 86,400 x 1 byte = 86,400 bytes per full 
screen natural DYUV image in NTSC (107,520 bytes in PAL). The 
86,400 bytes (107,250 bytes in PAL) can be rendered into kilobytes by 
dividing by 1024. The answer is 84.38k bytes (104.74k bytes in PAL) - 
call it 85 and 105k bytes. So, in simplistic terms, if 650 Mb of disc space 
is available for natural DYUV images, at least 7,800 different full screen 
DYUV images can be stored on and replayed from a CD-I disc (650 Mb 


Chapter 5: Designing for Production 69 


x 1024 = 665,600 kilobytes divided by 85 = 7,830). If only 25% of the 
screen is used, a CD-I disc can store over 30,000 separate DYUV images. 


A single RGB image occupies both 8-bit planes and can be used in double 
resolution only. It therefore requires 170k bytes NTSC (210k bytes PAL) 
of storage space. 


CLUT graphics occupy varying amounts of space depending upon the 
type and coding method. 8-bit and 7-bit CLUT, like DYUV, occupy full 
screen planes and require 85k bytes (105k bytes in PAL) of storage. 4-bit 
and 3-bit require only 1/2 byte per pixel or 42.5k bytes of disc space. 


Using Run-length coding for 7-bit and 3-bit CLUT extends the capacity 
of a disc considerably. For example, a run of 10 pixels of one color - say, 
blue sky - would take only 2 bytes, one to indicate the color and one to 
note the length of run. The full economy becomes apparent in, say, a 
large expanse of a single color running for 50 lines at 360 pixels/line. 


The maximum run of a single line is 255 pixels, however, setting the 
Run-length to 0 sets the distance to run to the end of the line. Each line 
would therefore need only 2 bytes of storage instead of the 180 bytes of 
a normally-coded 4-bit CLUT graphic. So 50 lines of one color would 
need 50 x 2 = 100 bytes instead of 50 x 180 = 9,000 bytes divided by 
1024 = 9k bytes. 


Of course, the actual requirement of any image depends on the data 
content of that particular image. With experience, it should be possible 
to estimate disc capacity fairly accurately. These concepts are explained 
more fully in Chapter 7. 


Data Transfer Channels 

The CD-I player reads one sector on the disc at a time and allocates it to 
a data transfer channel. There are up to 16 possible data channels 
available for audio information. Each other data type can have up to 32 
channels. 


Channels are a useful metaphor for the way in whichdifferent kinds of 
data must be interleaved into the data stream. For example, a television 
receiver may intercept all the available broadcast channels, although 
most TV sets can display only one at a time. In the same way, all the 
sectors in the data flow are picked up by the player and allocated to their 
respective channels, but only those called upon by the user during that 
particular run of the program will be used. (Although in CD-I, if not in 
most TV sets, more than one channel may be played at the same time.) 


70 CD-I: A Designer's Overview 


Chapter 7: CD-I 
Decoder: Audio 
Processor 


Language Learning 


ENGLISH VO. _ 


VIDEO 
CHANNEL 


[_] German voice over in USE. 





In the diagram, voice-overs in three languages are interwoven with 
background music and photographs. During the sequence, the user could 
decide to change from English commentary to German without 
interrupting the flow of music or pictures, since all three voice tracks are 
running in the data stream simultancously. 


Data Transfer Channels: Audio Playback 

All audio in the CD-I standard is digitally encoded until it is finally 
played back through analog amplification and speaker systems. This 
results in there being negligible background noise at all quality levels. 


CD-| Audio 













































Level Name Bits per | Frequency | Percentage of CD-I 
(Requirement) sample | Response |of Channels} datastream used 
CD Digital Audio 44.1 20 
16B PCM kHz a2 kHz | | Stereo sig 
(Super HiFi) | 
CD-| ADPCM 
Audio-Level 

A (HiFi music mode) 37.8 8 17 2 stereo 50% 
(Equivalent to LP) kHz kHz 4 mono 25% 

B (HiFi music mode) 37.8 4 17 4 stereo 25% 
(Equivalent to FM kHz kHz 8 mono 12.5% 
broadcast) 

C (Quality speech 18.9 4 8.5 8 stereo 12.5% 
mode) kHz kHz 16 mono 6.25% 
(Equivalent to 
AM broadcast) 




















Chapter 5: Designing for Production 71 


The critical factors in audio processing rates are the bandwidth (quality) 
that is reproduced at each level and the percentage of the data stream that 
is used. 


A-level audio has a flat frequency response up to 17kHz (the limit of 
most discerning ears), while using only 50% of the data stream in stereo 
playback. C-level stereo, using only 12% of the data stream, is still able 
to reproduce excellent audio quality for most television applications. It 
is worth noting that B-level has the same wide frequency response as 
A-level but gains a slightly rougher quality by being stored in 4 bits 
instead of 8 bits. 


Data Transfer Channels: Video Playback 

Video data is transferred from the disc to the Image Stores before display 
on the screen. Video data must be mixed into the data stream with the 
audio and any software data that may be needed. The critical point to 
keep in mind for video processing is the time it takes to move a single 
image from the disc to RAM, given that it can only occupy that part of 
the data stream that is not used up by other data. 


Both DYUV and 7- or 8-bit CLUT NTSC images require 85k bytes per 
full screen image. If no other data is passing through the channel at the 
time (i.e. no audio), it will take 0.5 seconds to load each image. This is 
calculated by dividing 85k bytes by the rate at which data can be 
transferred from the disc - 170k bytes per second. But if A-Level audio 
is playing, 50% of the data stream is already occupied, so it will take 
twice as long - approximately one second - to load each image. 





[9] opaque 





[__] TRANSPARENT 








Chapter 7: CD-I 
Decoder: Video Processor 


Chapter 3: Motion Vidco 


72 CD-I: A Designer's Overview 


Chapter 7: CD-I 
Decoder: Random Access 
Memory 


Chapter 6: Hot Shot 
Sports: Audio 


Creating motion requires the video screen to be refreshed around 15 
times per second. Partial screen updates or run-length coding techniques 
reduce the amount of data required to store a single image in the motion 
sequences. 


Each image can occupy only 170k bytes (the data rate) divided by 15 
images/second, or about 11k bytes. Since a full screen DYUV and CLUT 
image requires 85k bytes in NTSC, then only about 13% of the screen 
can be occupied by moving images. 


However, a series of software coding techniques have been developed 
that increases the amount of screen area available for partial updates from 
13% to about 50% - and permits C-Level stereo sound to be played at 
the same time. These techniques effectively redistribute the coding 
parameters in such a way as to produce reasonable quality moving 
images instead of high quality stills. Using chroma key to confine the 
updates to the front plane can result in full-screen, full motion video with 
synchronized stereo sound. 


System RAM 

Aside from the permanent storage space on the compact disc itself, there 
is a temporary storage space within the CD-I system called System 
Random Access Memory (RAM), which offers a total memory space of 
1024k bytes or 1 MB, divided into two banks of 512k bytes each. Data 
transferred to System RAM can be retrieved much more quickly than 
data which must be retrieved from the disc in real-time. As storage is 
temporary, everything transferred to System RAM is lost when the player 
is turned off. 


Operating software in the CD-I system will use some part of the available 
System RAM space. While the main CD-RTOS operating system is 
contained in the system ROM, about 50K is loaded into system RAM 
when the player is turned on. 


Application software requirements will vary according to the nature of 
the program, so a simple program may only need a few kilobytes of 
whereas a complex database retrieval program may use as much as 
several hundred. Some of this software will be loaded into the System 
RAM when the application begins, while other sections may be loaded 
and unloaded as the application progresses. 


Most music and voice-over audio will be retrieved from the disc and sent 
directly to the Audio Processing Unit (APU), without using any RAM. 
However, some types of sound may be stored more accessibly as 
soundmaps in RAM for use at cued moments in the program or to await 


Chapter 5: Designing for Production 73 


the user’s actions: for example, a sound effect which signals a correct 
decision ina game. Effective use of soundmaps can help to mask the time 
taken for a disc seek. 


Memory requirement for a soundmap is calculated on a percentage of Chapter 3: Audio: 
the data rate. The memory needed for a sound effect which lasts for 3 Soundmaps 
seconds at C-Level stereo is calculated by taking 12% (C-Level Stereo) 

of the data rate (170k bytes x 12% = 20K bytes) and multiplying by three 

seconds - about 60k bytes altogether. Once this is transferred to RAM, 

it can be used as often as necessary in the course of the program without 

recourse to the disc. 


Video is the most critical user of RAM storage data as all visual images Chapter 7: CD-I 
must be loaded into RAM before being displayed on the screen. Each Decoder: Random Access 
bank of 512k bytes supports one video screen plane. Memory 


Effects like dissolves or wipes require the second of the two pictures in 
the effect to be held in RAM and brought into play when needed. DYUV 
images use 90k (105k PAL) or about 20% of the available RAM space. 
When these images are loaded into RAM, their display timing is 
synchronized to the flow of the audio track, then they are unloaded to 
make room for new images. 


Judicious design thinking is required to make efficient use of the limited 
RAM space available for both sound and pictures. 


Main Processor Power 

Video images can be synthesized or manipulated in the MPU before Chapter 6: Hot Shot 
passing to the screen planes for display. Drawmapsare spaces inmemory Sports: Action Areas 
that can be manipulated by the MPU. In the golf game described earlier, 

the direction and size of the ball travelling down the fairway is 

determined by the conditions of swing and the timing of the hit that a 

player signals to the computer. A drawmap of the golfball held in RAM 

is manipulated by the MPU and a trajectory is calculated with data 

received from the user interface. Progressive variations in ball size and 

screen position are calculated and displayed as the ball appears to move 

down the fairway from the tee, rising in flight to meet the viewer’s eye, 

then descending once again to land by the green in an excellent position 

for the second shot. 


The CD-I designer is faced with the task of creating applications for a 
consumer market whose expectations are based on broadcast television 
standards for sound and picture. The only real limitation to 
accomplishing that is the confined data flow, which hampers the use of 
unlimited full-screen full motion video. Managing the complicated data 


74 CD-I: A Designer's Overview 


storage and processing power restrictions within CD-I will be dealt with 
in the next section. 


THE MECHANICS OF CD-I DESIGN 


One key to effective design for CD-I is controlling the display of 
information in sound and pictures by managing the storage and transfer 
of digital data in the CD-I system. 


CD-I is an interactive medium: the design of audio and visual images 
must be directed to the activities of the person using the application. 
Interactivity is not yet common in home entertainment and home 
education, so designs must allow for the consumer’s initial unfamiliarity 
- and, perhaps, nervousness - with the concept. People may not want to 
be constantly making choices, answering questions, looking for 
information or even playing games: they may want to watch a bit of 
television now and again. 


These sorts of consideration should be allowed for in program design. 
The opportunity for a user to enjoy a variety of program styles will make 
successful programs. This section explains the various factors that must 
be brought together to present program material to the user. 


Interface Devices 

While the choice of interface devices of course varies widely across the 
range of potential applications and the degree of interactivity in any one, 
a basic device will have two buttons and a pointer to control a cursor on 
the screen. This might typically be a remote control pad, though other 
simple pointing devices might also be used. More complex devices might 
include a computer keyboard, a music synthesizer, a graphics tablet, and 
even special tools like light pens or bar-code readers. 


Screen Design 





js “S97 as 


# | pfs S 





Chapter 5: Designing for Production 75 


It is inevitable that expectations for this medium will be based on 
broadcast television standards, not only for picture quality, but also for 
pacing and many visual and conceptual elements. CD-I applications 
hardly need be modelled after trend-setting TV shows, but some 
awareness of the conventions of that pervasive medium is important. 
CD-I does offer many screen effects that help to create the visual style 
of broadcast television. 

Magazines and television advertisements are also good models for CD-I 
screen design: the screen can be regarded as an electronic magazine page 
on which elements of text, photos, graphics and even full motion video 
can be combined for a variety of effects. And while one of the limitations 
of CD-I is that full screens of information require large amounts of data, 
it is not always necessary to change the whole screen at one time: small 
areas of change will accelerate the pace of the presentation without 
straining the data flow capacity. Ultimately, pacing depends on the 
frequency rather than the volume of change. 


Screen Effects 

Screen effects - what the user sees - are the visual palette of the CD-] 
designer, and require management of the different types of image coding 
to be displayed on one or both of the two 8-bit image planes. 


Image coding is explained in Chapter 3. What is important here is the 
relationship between images in dual plane configurations and the 
restrictions that govern which planes are used to display certain types of 
image. 


Dual-plane DYUV 





DYUV images can be shown on both Plane A and Plane B, and these 
planes can be reversed while mixing images. However, problems of data 
rate arise in fast scrolling, and partial update effects (explained in Chapter 
3) are difficult to achieve with natural images in CD-I. The subtlety of 
color coding in DYUV (and 8-bit CLUT) make it difficult for the system 
to calculate the necessary starting values, or their locations, for rapid 
updates to happen properly. 


Chapter 3: Visual Effects 


Chapter 3: Visual 
Effects: Scrolling 


76 CD-I: A Designer's Overview 


CLUT over DYUV 





__}] TRANSPARENT 


In this configuration, the 8-bit 256-color CLUT is taken up entirely in 
the foreground or Plane A, leaving Plane B to be encoded in DYUV. As 
the Color Look-Up Table is completely used by the foreground image, 
no space is left for any other CLUT-coded graphics. As RGB images 
require a full 16 bits, a single DYUV image is the only possible image 
that could be displayed on Plane B. The CLUT/DYUV combination 
creates a high quality natural background, such as a landscape or interior 
room, with a flexible CLUT graphic in the foreground. In a language 
‘program, a graphic plate with a customer’s bill could be shown over a 
DYUV image of a French cafe scene to show through. Plane A could be 
partially updated to show changes in the bill if the customer wished to 
dispute the total. 

The only advantage in using 7-bit CLUT in the foreground would be to 
increase the animation speed of the graphic by Run-length coding. 








This configuration would be used to present text information on Plane A 
in front of a DYUV image. Text or simple graphic icons in a children’s 
entertainment program would benefit from double resolution without 
being affected by the reduction of color choice. 4-bit CLUT would also 
be useful for simple high-speed animation. - 


Dual 7-bit CLUT 

This is a very flexible image configuration. CLUT graphics can be 
displayed on either screen. Scrolling is less limited with dual 7-bit CLUT, 
and restricted only by available memory space. 


Chapter 5: Designing for Production 77 


3- or 4-bit over 7-bit CLUT 

This configuration is best suited to foreground text or simple foreground 
animations over a more subtle graphic background. Both 3- and 4-bit 
CLUTs have a narrow color range and are best suited to large areas of 
animation. Remember that 8-bit backgrounds cannot be used in 
combination with other CLUT planes. 





It is possible to use a 4-bit plane in the background if simplified colors 
are appropriate in both foreground and background - for example, for a 
text menu over a simple colored or fast-scrolling background page. 


Dual DYUV with CLUT subscreen 

In this combination, part of the screen appears as ordinary DYUV 
images, but another part is designated a sub-screen running the full width 
of the screen but only part of its height. 


This sub-screen can be used for a complex graphic panel to control of | Chapter 6: Country 
the changing images on the remainder of the screen. For example, by House Murders 
using parts of the graphic toolkit, the detective in a mystery game could 

control the path of a surrogate ’ walk’ through a country house where the 

murder has been committed, interview suspects or gather clues. 


Partial screens, requiring less data storage, save memory space in the 
graphic area and reduce the size of natural images to be updated in the 
DYUV part of the screen. 


Controlling the Dataflow 

The fundamental challenge for CD-I design is to bring together the 
design skills of existing media such as interactive video, television or 
book design, with the management problems of digital storage space and 
data flow particular to CD-I. To visualize the scope of possible 
applications, the CD-I designer needs to be at home with the calculations 


78 CD-I: A Designer's Overview 


Chapter 7: CD-RTOS 





which keep track of CD-I data. The design factors discussed here are 
applied to potential applications in the next chapter. 


Interleaving 

Information stored at the beginning of each sector tells the CD - 
Real-Time Operating System what that sector contains - the type of data 
(audio, video, text, software), whether that data is real-time, to what 
channel the sector belongs, and so forth. 


CD-RTOS directs each sector in turn to its appropriate processing 
location within the player. It acts like a traffic controller, directing each 
vehicle in the linear stream to the correct lane in order to make the most 
efficient use of space available. However, the traffic is not random since 
the CD-I program designer has some control over the types and sequence 
of sectors in the CD-I traffic flow, and thus the efficiency of CD-RTOS. 





























A-LEVEL AUDIO 





In the diagram above, A-Level stereo audio is to be played with a series 
of dissolving photographs of a neighborhood in Paris. Audio of this 
quality requires 50% of the data stream, but for the playback of the audio 
to be timed correctly, each audio sector must be followed by a single 


Chapter 5: Designing for Production 79 


sector of other data such as the video data or possibly text or application 
software. 


In this case, it is the audio that determines the speed of picture change, 
and the pictures are synchronized with the audio channel. Video requires 
approximately 37 sectors (SOPAL) to load each DYUV image into RAM. 
Of the 75 sectors per second picked up by the player, half are already 
occupied with the audio - leaving only half (or 37 sectors/sec) for video. 
At that rate, pictures are available at intervals of 1 second. In an actual 
photo essay, it is reasonable to assume that pictures do not have to change 
more than once every three to five seconds. Furthermore, the full screen 
need not change every time. Thus, this combination of audio and video 
data is well within the capabilities of CD-I. 


If this application were part of a large database like an encyclopedia, or Chapter 6: Grolier 
a language phrasebook, then total storage space on the disc could affect Multi-media 

the calculation: for example, C-Level stereo, rather than A-Level, would eed clopedia 
provide adequate sound quality and leave more disc space for other types — french Phrasebook 


of information. 











C-LEVEL AUDIO 





80 CD-I: A Designer's Overview 


Chapter 6: Pop 
Showcase: Disguising 
Disc Seeks 


If C-Level stereo is used, only one out of every eight sectors in a sequence 
is required for the soundtrack. If pictures change by dissolving or cutting 
every four to six seconds, then other sectors in the data stream can be 
allocated to additional information that may be requested by the user, 
including completely different C-level mono sound. 


Seek Time 

The value of keeping a variety of programme choices grouped together 
in the data stream is the speed with which the CD-I player can respond 
to a user’s request for change. If the data is not present in the data stream, 
the player must seek it in another part of the disc, which is likely to disrupt 
the programme. 


Seek time is the time needed for the pickup head of the CD-I player to 
move from one part of the disc to another, for the motor to adjust its speed 
accordingly, and for new data to be read and decoded in the system. CD-I 
discs revolve at variable rates depending upon the part of the disc that is 
being read - that is, they have a constant linear velocity (CLV), or 
constant data rate of 75 sectors per second. Moving towards the outside 
of the disc, the motor slows down; moving towards the inside, the motor 
speeds up. Picking up data stored within a 20 Megabyte (Mb) range (or 
within 3% of the disc) does not require the motor to change speeds 
significantly, so seek time is negligible. The total time to access new data 
may still be as much as one rotation of the disc (as much as 1/4 sec). At 
170k bytes/sec, 20 Mb amounts to almost 2 minutes of real-time play or 
between 100 and 200 full screen DYUV images depending upon the 
quality of sound interleaved with the images. 


Unlike interactive LaserVision, sound and picture can be stored in RAM 
and played through the system at the same time that the laser head is 
moving to another location on the disc to find the next sequence of 
material. Most seeks can be disguised in this way. 


Synchronization 

Various segments of CD-I program material travel along different paths 
and undergo different processes. Each type of data (video, audio, text, 
software) is broken down into units of about 2k and stored in sectors 
along the disc track. Thus, the playback of these sectors to the video and 
audio receivers must be synchronized to ensure that the audio track lines 
up with the right picture and that special effects in video or audio are 
correctly timed. 


Within the data of any sector is a trigger bit, which tells the application 
software that this is a synchronization point and that something specific 
such as a special effect should happen here. 


Chapter 5: Designing for Production 81 


Synchronizing to Audio 

In synchronizing with audio commentary, the video picture may change 
on a word or between specific phrases. The trigger tells the application 
software the exact time that the specific sector is being read by the player 
so the software can then cue the image change or any other effects that 
may be stored in RAM or generated in the MPU for that moment. 


Synchronizing to Video 






Ball Strike 


C-level mono Ball Strike Club Swing —_ Audio 
Golf Course Ambience. Audio to RAM. Audio Playback 
par an —_—_—,_—, 









Strike Fairway 


Fairway Golfer Foreswing 
Trigger Scroll. 


Graphic Character Animation Animation 


The task is similar to that already practised in motion film or video. At 
the start of a sequence the audio must be correctly aligned with the video 
to ensure that a speech, for example, synchronizes with the lip 
movements of the speaker. Once the correct alignment has been made, 
sound and vision will proceed at a constant rate. 


In CD-I, when the user may intervene to determine when a particular Chapter 6: Hot Shot 
action takes place, the task becomes more complex. In a game like the Sports: Audio 

golf simulation introduced earlier, the visual of a golf club swinging must 

synchronize with a carefully-timed audio effect as the club hits the ball. 

The timing of the synchronization cue depends on the instant that the 

player - acting through a remote control or other input device - designates 

as the exact moment the club head contacts the ball. This type of effect 

can be handled economically as a soundmap pre-stored in RAM and 

played through the audio output channels at the required moment. 


Timed Cues 
The CD-I system has an internal clock which can be used to generate Chapter 7: CD-I 
timed cues such as, for example, a limit on user response-time: if nothing Decoder: Clock/Calendar 


82 CD-I: A Designer's Overview 


happens within the designated period, the software proceeds to the next 
action on its own, perhaps advancing the programme, or perhaps shutting 
the system off. 


Interactive Design 

Interactivity covers a broad range of possibilities depending on the 
degree of user participation required. At one level, interactivity could 
keep the user guiding the program and responding to cues. The attention 
is active and highly engaged. Depending, of course, on the nature of the 
content, a linear sequence in an interactive application is usually best 
kept shorter than 20 or 30 seconds, before some kind of user action is 
required. 





CONTROL 
GRAPHIC 


KNOWLEDGE 
EXPLORER NCYCLOPEDIA 
ESSAY 





At another level, interactivity may require the user to select a picture 
essay on Science, Art or Geography from an encyclopedia. The essay 
might then play for 5 minutes unless interrupted by the user to branch 
into other essays, or into a more interactive search through text 
information. 


CONCLUSION 


This chapter has covered the basic technical principles of CD-I design. 
Along with Chapter 4, a comprehensive view has been given of the 
Design Process from the initiation of the Brief, through the Idea Map, to 
the development of various levels of Storyboard. Chapter 5 looked into 
particular technical constraints that are specific to design problems in 
CD-I. Using this as a groundwork, the next chapter will present several 
detailed examples of CD-I applications that illustrate various design and 
data management concepts. 


Chapter 6: Typical CD-I Applications 83 


CHAPTER 6: TYPICAL CD-I APPLICATIONS 


The previous chapters outlined the nature of CD-I multi-media and the 
factors which contribute to good application design. This chapter looks 
at some specific design concepts and how individual applications 
discussed in other chapters illustrate these concepts. 


It is difficult to find subjects which do not lend themselves to 
development as CD-I discs. What may be even more difficult to realize 
is that when existing products are converted to CD-I they become entirely 
new concepts, quite different from the printed work, audio-visual 
program or computer software on which they were based. 


An encyclopedia, for example, is no longer a series of articles, long and 
short, in alphabetical order, with pictures to illustrate a few. It may begin 
with a choice frame offering several voyages of exploration through 
picture, sound and text databases. You can study any topic you choose 
in a variety of ways - gaining a general overview in a short audio-visual 
essay, perhaps, before going on to see what more specific information is 
available, and choosing an area to study. You can pick a word - your own 
surname, for instance - and see how many times and where it is 
mentioned in the text database. You can even select information such as 
a picture, text and audio commentary, to create a short presentation of 
your own. 


Similarly, the experience of watching a classic film, play, dance work or 
opera, for example, can be greatly enhanced through CD-I. The disc 
might contain, as well as the performance itself, critical essays about the 
work, short notes on key passages (which you can call to the screen at 
the appropriate time), interviews with key personalities, biographies of 
the principal performers and production team, and background 
information about the making of this production. You may listen to the 
original script or libretto, and call up sub-titles in the language of your 
choice. You can even dub out the stars and take over yourself, and make 
your screen debut opposite Garbo, Olivier or Callas! 


The following are just some of the topics that lend themselves to CD-I. 
They certainly show the range and diversity of the CD-I publishing 
opportunity. 


® pop music, movies, plays, dance and opera, enhanced as described 
above 


* studies of famous people and events in history and popular culture 


84 CD-I: A Designer's Overview 


art and music programs which allow the user creative control 
games of observation/deduction, such as mysteries and adventures 


educational games for children, to teach learning and social skills as 
well as academic subjects and knowledge areas 


interactive movies and even erotica which allow the user or player to 
direct the action 


games of skill such as bridge or chess, or enhanced versions of board 
games such as Monopoly 


multi-media reference works such as encyclopedia and dictionaries 


diagnostic reference books on specialist topics from family medicine 
to car repair 


picture libraries and databases for amateur and professional collectors, 
scholars and hobbyists 


games of general knowledge, wit and experience, such as trivia and 
word games 


armchair travel guides and tourist books 


guides to famous places and buildings, from archaeological sites to 
museums 


maps, plans and navigation aids - including in-car systems 
*surrogate travel’ through fabulous places (real or imaginary) 


arcade-style games demanding hand/eye co-ordination and quick jud- 
gement 


educational material at all levels from pre-school to post-graduate 
language teaching for self-tuition or institutional use 


industrial and commercial training material, both off-the-shelf and 
made-to-order 


catalogs and sales aids, for use by customers and in co-ordinated sa- 
les presentations, and for staff training 


And these are only a few ... A videotape has been developed which 
simulates some of these applications, keeping entirely within the ’Green 
Book’ specification. Chapters 4 and 5.developed a notion of the Design 
Process through three main stages - The Brief, The Ideamap, and The 
Storyboard. The following example applications illustrate various 
aspects of CD-I design issues presented earlier. The encyclopedia deals 
with the major issue of total storage capacity for one project on a single 


Chapter 6: Typical CD-I Applications 85 


disc. The Hot Shot Golf game will show an example of an early stage 
storyboard, where ideas are sketched out for such design considerations 
as screen style, program sequencing and possible interactive branching 
routes. The French phrasebook will show an example of a later, more 
specified stage in the storyboard process when the overall design is 
complete and ready to be released to production. 


THE GROLIER MULTI-MEDIA ENCYCLOPEDIA 


The world’s largest publisher of encyclopedias, Grolier, has already 
identified CD-I as the logical choice for a multi-media edition of their 
Academic American Encyclopedia. Grolier is currently designing the 
world’s first interactive encyclopedia on CD-I because CD-I provides an 
immense capacity for the storage of text, pictures and sound and because 
CD-Iallows the user to browse interactively. Even when stretched to the 
maximum search time, the CD-I encyclopedia will call up information 
much more quickly (and of course more accurately) than a reader can 
with the 20-volume original print version. Furthermore, CD-I can 
illustrate the text database with sounds and pictures, audio-visual 
experiences that add an entirely new dimension to information retrieval. 
The Multi-media Encyclopedia will tempt passive viewers to explore 
deeper layers of information through interactivity. 


Designing the Interactivity 

The key question in designing an encyclopedia is to be very clear about 
how the interactivity will work. Rapid and accurate text retrieval is an 
early priority, but many people love just to browse, and to have their 
curiosity stimulated by what they come across. Yet there must also be 
opportunities to take a break from the interactivity and be entertained. 
Audio-visual essays have been designed to provide hours of 
entertainment by taking the viewer on journeys around the vast amounts 
of knowledge by combining the text, pictures and sounds into short 
presentations. 


Mode of Use 

The text, picture and sound databases provide a natural foundation for 
the development of an overall structure for the various types of 
information to be contained on the disc. This will lead naturally into 
development of the first level of interactive branching to retrieve 
information from each of the areas. 


With the Multi-media Encyclopedia, information will be divided into 
several inter-connecting databases (’Domains of Knowledge’) in a web 


86 CD-I: A Designer's Overview 


that enables the user to move freely among them. These databases 
include: 


° A series of audio-visual essays on general topics within main catego- 
ries such as, for example, Arts, History, Geography, Science, Sports 
and Ideas; 


* An audio database of speeches, sound effects, music and song; 


© Picture captions and links leading into databanks of maps, pictures, 
graphics, games and a Time Machine’ feature; 


° The full encyclopedia text itself - over 10,000,000 words fully index- 
ed. 


Data Management 

The critical data management issues for an encyclopedia concern 
absolute disc capacity rather than dataflow rates. However powerful 
CD-I may be, and however large its storage capacity, the megabytes still 
get used up awfully quickly when you are trying to cram an overview of 
the whole of human experience onto a 12cm disc! 


Screen Interface 

To allow entry to these various Domains, two types of screen interface 
are essential. One enables direct access to any of the Domains from the 
moment the disc is loaded. The other allows access from within one 
Domain to any of the others - a lateral structure. Each must be compatible 
with a simple input device like a mouse or tracker ball. 


Menus 


a 





Menus provide instant access to any of the Domains so, for example, the 
user can pursue a specific topic or question. If the user simply wants to 
browse, the Knowledge Explorer offers a choice of short introductory 
essays on general topics. The menu here cycles a series of still images 
from each of the essays in the appropriate box, which actas visual stimuli 
to suggest what each essay contains. 


Chapter 6: Typical CD-I Applications 87 


Choosing just one of the essays begins a sequence of passive television 
viewing that can continue as long as the user wishes. The interactive 
aspect is up to the user to choose, otherwise the encyclopedia offers linear 
video without requiring constant or even intermittent attention. 


Screen Effects 


The short essays use the screen effects within the CD-I player to show 
photographic DYUV natural images and CLUT graphics. 


Dissolves, wipes and screen montages give a television style to the 
presentation; however, as these effects are generated within the CD-I 
player itself, the individual images remain untouched, and can appear in 
a variety of forms - in the essays, or within any number of picture bank 
on various subjects. 


This application could contain several thousand separate images, each 
of which could be used in several ways. 


Graphic Control Panel 


After simple access menus, the second type of screen interface is a 
flexible control panel which allows various degrees of interactivity. 


If, for example, the user stops one of the Knowledge Explorer’ essays 
at any point, the image on the screen freezes and the ’control panel’ 
appears as a graphic and matte over the picture. 


The control panel is coded as a 7-bit CLUT displayed on Plane A. Since 
the panel can be called up at random, the software must ensure that the 
image from the audio-visual essay is moved to the background if it is not 
already there. 


Interactive Branches 
Several areas of the control panel are active regions’ and correspond to 
directions that the user may explore. 


Touching the option ’Caption’ brings up a caption in the transparent area 
of the foreground panel. This contains additional information about the 
picture or subject on the screen. Each caption is interleaved with the data 
for its associated picture. 


In the same way, the ’Links’ button brings up a list of options for 
connecting to other parts of the encyclopedia. This list is also interleaved 
with its associated picture. 


88 CD-I: A Designer's Overview 


?UTAMKHAMEN 


AINE OF ELVPT 





Although the pictures in the essay change slowly, and use C-level stereo 
for background audio and voice-over, the data stream is also occupied 
with other data elements which may not be used every time but which 
must be available to the user. 


Domain Seeks 

To reach some of the Domains offered by the Link option, or to research 
in the text Domain, the player pickup would have to move to another area 
of the disc, using a delayed seek time. This is acceptable as a major 
change is being made. 


The CD-I Multi-media Encyclopedia is able to hold a vast amount of 
information on one disc: up to 10 million words, 3000 pictures, and three 
hours of sound - enough for a complete 20 volume printed encyclopedia 
with audio-visual essays and interactivity as well. However, the large 
volume of data being stored, and the complexity of access, requires 
careful management and design. 


HOT SHOT SPORTS 


The treatment for Hot Shot Golf has already been described in Chapters 
2 and 3. Athletics is another topic that lends itself well to inclusion in the 
CD-I range of applications. The Olympic Games give pleasure to 
millions of television viewers around the world, but imagine how their 
pleasure can be enhanced even further with the CD-I Athletics database. 


Chapter 6: Typical CD-I Applications 89 


In the early stages of the High Jump competition, you can park the 
television picture carrying a live transmission from Seoul and call up the 
High Jump database. Who is the record holder ? What happened last time 
there was a jump off for gold in the Olympics ? Study the form of the 
contestants. Use the Slo Mo’ feature to step frame by frame though 
motion pictures of the last finals. Call up ’Chalk Talk’ and have the CD-I 
coach talk you through technique. So when the time comes for the jump 
off, your pleasure is greatly increased by the insight and understanding 
you have gained from Hot Shot High Jumps. 


Back to golf. This application makes use of interactive computer 
animation as well as high quality photographs and ambient background 
sound. What is significant about this version of the game is that the 
graphics of the computer arcade game are combined with photos of areal 
course to allow the viewer to play alongside the professional. In fact, the 
storage capacity of the disc is sufficient to offer the player a choice of 
famous courses as well, from Augusta to St Andrews. The animation 
program for the game would use the same factors no matter which course 
was selected. 


The accompanying outline storyboard shows the earliest stages of idea 
mapping, with sketches of a key image for each sequence of the game. 
These indicate the main types of plane configurations, sound quality, and 
the transition type (that is, whether the scene is part of a linear sequence 
or a pivotal frame allowing branching to other parts of the application). 


The production tasks then fall into two areas. The first is to accumulate 
a database of photographs covering a representative sample of possible 
positions from which shots could be taken as a player moves through 
eighteen holes. The second is to develop an interactive game animation. 


Photographic Database 





Each game needs about 750 photographs, shot specifically for this 
project. For each of the eighteen holes, there is a tee shot plus five 
separate views spanning the fairway at 100 yard intervals, and a good 


90 CD-I: A Designer's Overview 


cprprosncrtitin: Hot Shot Sport sheer fg 


Sequence: Main Chose Frame 
Plane A: CLuT-7 - Matte 
Plane B: Cuur-7 - tat serell 


Source: Commission Graphic 
Time on screen: User Choice - max-hold 66 Sec 
Audio: b/map-theme 5 ste /sff 60sec 


C- Stereo 
FX: 


Transition: Branch - Sport menu - lursr On 


Sequence: Match play Choyce frame 
Plane A: CLuT-8 - matte 
Plane B: Druv - still - 25%. 


ice) 


Time on screen: User thowce - max 305% 
Audio: ok 


FX: 
Transition: Branch - Course Intro 





Sequence: (surse Module 1: Augusta 
PlaneA: = CLUT-@ = - 100%, ae 
PlaneB: Off 


cig Some Gommission Crephe 
Time on screen: User Choice - max 66sec. 
Audio: C- Moho 





FX: 
‘ : ~ Hole Caddy 
Transition: Branch Be nea se 


- Return fo Choices 
Sequence: Hole Module - /S 


Plane A: CLur -7 - menu 20% 
Plane B: dDYuv -(SStee - (00% 


FE Source: Commisscan Graphic/Libary Photo 


H Time on screen: User Chotee - max hold 30 





Audio: C- mono ambience 

FX: birds 

Transition: - Game 
Branch > Pro shop 


ea eee 5 (+ 


Chapter 6: Typical CD-| Applications 91 


corproucrirtie: Hot Shot 5 port sheer 1D 
ie Soquence: Pro Shop - (5% hole 

TE PlaneA: dyuv -/S* tee - /00%o 

PlaneB: DyuV- sandtrap - 50% hey 

Source: Commission Photo 

Time on scresn: 4 see (mage 


— C-skree 
V0. - Commentary 
FX: Ambience 


Transition: /jpear disselve/return fy Hole Mod. 





1 Sequence: Course Histo 
PlanoA: SyYUY Nick Lbas -756%125o 
PlaneB: § cLuT-7 Facthie fest 


tm 


Source 
Time on screen: £ Sec image 
Audio: C- stereo 
V.0.t¢ muste 
PX: crowd cheer 


Transtion: 7 ineay disselve [return ble mod - 





Sequence: Game -Ana:mation 

PlaneA: CLUT-3 Golfer 

PlaneB: §  ceut-7 -/5%Hole/vertical scroll 
groph«c 


SB Source: HPu sottwove | Commission avaphic 


Time on screen: Lateractive . max hold 26sec 
Audio: C- mono ambience 





FX: suing [hit [crowd 


Brand. return / Itnear ty neat 
osttisn - bYuv 


Transition: 


Golfer Animation 





Start Back swing Stayt Foreswing Ball Contact 


92 CD-I: A Designer's Overview 


selection of photographs on and around the green. Each photograph 
should give the player a good view of the next shot from the point at 
which the last shot ended. 


These photographs can also be used in an informative way: the caddy 
menu, for instance, besides dispensing the chosen club, also offers advice 
from the club professional on the best way to play that particular hole. 
Short documentary sequences could relate anecdotes about famous 
golfers or famous tournaments at the course. 


Screen layouts consist mainly of DYUV images of the course on the 
background planes with graphics of menus or the animated figure of a 
golfer on the foreground. 


The Animated Figure 





The golfer is an interactive animated figure which is handled by the 
microprocessor within the CD-I player (and remains the same no matter 
what course is represented in the photographs). The figure is seen from 
above (unlike the figure in the popular computer golf game) to allow the 
computer to spend its power on interaction with the user rather than ona 
complex graphic. With Hot Shot Golf, the player actually determines the 
flight of the ball by controlling the swing. 


The golfer is a 3-bit CLUT animation in the foreground. In the 
background, the DYUV image looking down the fairway is changed to 
a 7-bit CLUT and replaced in the centre with a 7-bit graphic depicting 
an aerial view of the hole which will scroll vertically when the ball is 
struck. 


Changing the DYUV view to CLUT keeps the background plane in the 
same coding system and CLUT scroll alleviates some of the difficulty of 
DYUV scrolling. 


Chapter 6: Typical CD-I Applications 93 


Action Areas 


Two ’action areas’ have been determined for the golfer. The first is the 
hat: placing the cursor on the hat and holding the button down on the 
remote control device allows the player to align the golfer’s feet and thus 
the direction of the ball, taking into account factors of wind direction. 





The second action area is the ball: when the cursor is moved to the ball 
and the button held down, the golfer’s backswing is activated; when the 
button is released the foreswing begins; at the moment the player sees 
contact between the lub and the ball, the thumb button is tapped once 
again. 





Ball Strike 
C-level mono Ball Strike Club Swing Audio 
Golf Course Ambience. Audio to RAM. Audio Playback 
aS po yt 





: Ball 
Fairway Golfer Backswing Foreswing Strike Fairway 
Graphic Character Animation Animation Trigger Scroll. 


94 CD-I: A Designer's Overview 


This is a point of critical timing, both for the player and the designer. The 
microprocessor has to deal with several calculation factors. One is 
direction, based on alignment of the golfer’s feet and by the point of 
impact: touching the button too early causes it to slice to the right, 
touching too late hooks it to the left, and correct timing sends it down the 
middle. 


Another calculation is speed and distance of flight, which depends upon 
the amount of backswing and the club used. The microprocessor 
calculates these factors and displays a ball, which has been stored as a 
drawmap in RAM, increasing and decreasing in size as it flies down the 
fairway, coming to rest before the next shot. The speed of the scrolling 
fairway is co-ordinated with the speed of flight, so a poor shot may fly 
off the fairway to one side. 


Audio 

As audio is not critical for quality, C-level mono is used for a background 
of birdsong and the like. However, sounds such as the swing of the club 
through the air and the impact on the ball make the moment of contact 
more vivid. Four sound effects are loaded as soundmaps at the beginning 
of the swing: the loop of the foreswing cutting the air, the sound of the 
club hitting the ball, and a choice of crowd sounds appropriate to the 
quality of the shot - either a round of applause or a murmur of 
disappointment! 


Of course, this type of interactive animation against a realistic 
background could be developed for virtually any single-player sport and, 
with some imagination, for team sports as well, with the user taking the 
role of a key player or even the coach. 


COUNTRY HOUSE MURDERS 


The murder mystery is a classic game, well suited to CD-I. The 
combination of interactivity and multi-media allows the designer no end 
of opportunities to thrill and suprise the audience. In the version designed 
for the demonstration tape, one or more players act as detectives trying 
to solve a murder in a stately country house; the computer randomly 
selects details of the crime, which change with every playing. 


Surrogate Travel 

The atmosphere of the house is created through a technique known as 
*surrogate travel’. The house has ten main rooms plus corridors, 
cupboards and staircases. As the camera travels through the house, a 
series of photographs is taken, at eye level, and at carefully graduated 


Chapter 6: Typical CD-I Applications 95 


intervals, to simulate the impression a real visitor would have wandering 
through the house and in and out of its many nooks and crannies. These 
DYUV images will ’cut’ in sequence on the background plane as the 
detective moves about the house. There is no jumping from room to room 
here: many things can happen to unwary detectives in the poorly lit 
corridors of old houses! 





Movement is controlled by a CLUT direction graphic on the foreground 
plane. Touching the arrows allows the player to turn left or right or to 
walk forward. 


Handling Disc Space 

Storing photographs on the disc is a problem of disc geography. Images 
are sequenced so that the cuts can happen quickly and smoothly. Turns 
may require a short seek to the start of a new series of images. It would 
be preferable to jump at this point rather than after the turn and the start 
of the new ’forward’ sequence. 


Possible false turns, where no further forward motion is possible, could 
be interleaved into the series: for example, the detective could stop in a 
corridor to look at a painting which might contain clues... or fall down 
the cellar staircase by taking too sudden a turn. 


Icons 

Routes through the house and the task of clue gathering is helped by 
various graphic icons in the detective’s ’tool kit’. At the start of each 
game, the detective is offered a choice of potentially-useful objects to 


96 CD-I: A Designer's Overview 


put into the kit - of course, there is not room for them all. For example, 
a plan of the house (which can be overlaid on any frame to show the 
player’s present location) would be useful- and so would a flashlight. 





Other tools might include a cassette tape-recorder for interviewing 
witnesses and suspects, a fingerprint kit, a notebook and even clues 
gathered during the course of the investigation. As with many adventure 
games, the detective may not be able to carry everything at once, and 
may have to decide what to foresake, and where to leave it. 


Audio 

Audio quality is not critical in this game, but could be used for interviews, 
or random special effects like squeaking hinges and floorboards, or 
distant cries of distress, to add flavour to the hunt. The game might offer 
different levels of interactivity with, say, special sound effects to draw 
attention to important clues or even hints for the youngest or slowest 
players! 


POP SHOWCASE 


This application is about pop music, so the sound quality is a critical 
design issue. Pop Showcase is designed in two parts: the first 
concentrates on the music of a particular band or performer, the choice 
of A-Level stereo for optimum listening quality; the second is an 
information bank with details of the stars’ background, greatest hits, 
tours, gossip and so forth. 


Chapter 6: Typical CD-I Applications 97 





Since A-Level sound uses fully 50% of the data stream, the design of the 
accompanying screen displays is critical, particularly as the screen must 
seem to move frequently in keeping with the general tempo of the music. 


Partial Screen Updates 

A magazine style was chosen both to suit the lively tone of the program 
and to meet the practical need to keep the update areas small. As a 
particular song plays, DYUV images change in different areas of the 
screen as a pictorial collage to accompany the music, and also as a menu 
or table of contents for other material contained on the disc. 


Disguising Disc Seeks 

Highlighting any one of the images on the menu will stop the song and 
lead the listener into various related information areas, which might 
include a biography of one of the band members, or a scrolling list of hit 
records. 


The music is used as background sound so the audio quality can be 
reduced to C-Level here as the graphic and DYUV components of the 
screen demand a larger portion of the data stream - and the viewer’s 
attention. 


Moving from the Menu to specific information requires disc seeks. To 
keep the audio playback alive, the pickup head plays bursts of sound as 
it skips to a new area of the track. This is a way of disguising seek time 
- by making it audible! 


98 CD-I: A Designer's Overview 


Singalong 
A feature of Pop Showcase is a singalong section: as a song plays, the 
lyrics are displayed line by line with a bouncing ball that keeps time to 
the music. 


The magazine format of the screen is maintained here, and greater 
interest is added by incorporating segments of CD videos coded in CD-I 
digital form onto the background plane. As the listener is probably 
singing, and not listening too closely, audio quality is again reduced to 
C-Level stereo,which leaves maximum room for the DYUV full-motion 
video and CLUT graphics in the stream. 


However, as full-motion video is intended here, some careful 
calculations must be made to determine how the effect is presented to 
the viewer and what proportion of the screen can be occupied. 


Screen Proportion 

The foreground plane is a 7-bit CLUT graphic. It holds the scrolling 
texture plane with a matte through which a mixed DYUV and CLUT 
background in the other plane is visible. 


The second plane through the matte is then divided into two subscreens: 
an upper partin DYUV containing part of the still pictures and the motion 
video, and the lower part in CLUT together with the rest of the still, the 
bouncing ball and the text. As the part of the still that is in the DYUV 
subscreen was CLUT coded originally, the joint between the two parts 
of the image is not visible. 


The bouncing ball is created from a computer program within the CLUT 
subscreen. 


The computer program for the bouncing ball and the scrolling of the front 
plane are pre-loaded into the program space in System RAM. The text 
bars are pre-loaded as drawmaps. While running the sequence, the partial 
update motion video and the sound are read directly from the disc, and 
synchronized to the program. 


The partial update used here is 70% of the data stream. Thus 70% of 170k 
bytes/sec. yields 119k bytes per sec., which at 15 frames a sec. represents 
8k (9.5k PAL) bytes/screen area/frame. In terms of screen area this is 8k 
(9.5k PAL) divided by 90k bytes (105k PAL), or about 9% of the full 
screen. This would be a rectangle just under 1/3rd by 1/3rd of the total 
screen. 


Chapter 6: Typical CD-I Applications 


The sound, C level stereo, takes 12% of the data stream. This is slightly 
under the full data rate, as the processor is heavily occupied with ball 
animation and the scrolling effects in this example. 


As the video is not critical to the singalong sequence, this size of image 
would be very attractive in collage page format. 


INTERACTIVE UNDER FIVES 


Pattern, word and number recognition are learning concepts that all 
children under five years of age work hard to acquire. CD-I offers a 
unique and potentially highly effective means of providing attractive 
learning games. 


One-to-one relationships with parents and teachers remain important 
features of learning at this age, but CD-I can provide hours of exciting 
supplementary practice. Bright graphic animations using 3-bit CLUT 
coding would enliven the acquisition of reading and counting skills no 
end. 


Shape Recognition 





In this sequence, a yellow bird is sitting in a tree created as a 77-bit CLUT 
in the background. A 3-bit CLUT sub-screen stretches across the bottom 
holding three silhouettes of familiar animals, one of which is the same 
as the bird sitting in the tree. An oversized cursor moves across a 
sub-screen at the bottom of the other plane. The object is to match the 
images. 


99 


100 CD-I: A Designer's Overview 


The simplified cursor has been designed as very young children have 
difficulty co-ordinating a pointer in the usual way: thus, the cursor is 
incorporated into the graphics as a drawmap icon which moves about the 
screen in fixed or random patterns. When the icon is in the appropriate 
area of the screen, the child simply hits the specially designed large green 
control button. 


The cursor shape is loaded into RAM. The microprocessor calculates the 
speed of the moving image and its position and displays the drawmap in 
that position on the screen, updating the image as it moves across. Certain 
areas of the screen can be activated so that, if the cursor is in that area 
and the button is touched, the system is cued to carry out the next action. 


Sound is not critical in this sequence, so a background tune in C-Level 
mono is adequate, but for added interest, three sound effects are loaded 
into soundmaps in RAM as the scene begins - one of them is happy bird 
song. A voice-over acts as a guide to each game. 


Each icon is active when the cursor appears in its silhouette area. If the 
button is touched while the cursor is in the bird silhouette, the bird will 
begin to flap its wings and sing its cheerful song. 


As audio can be kept to C-Level, and the images are mainly animated 
graphics, CD-I storage and data rates are not strained - and nor is the 
production budget. 


FRENCH PHRASEBOOK 


CD-I offers a very flexible system for language tuition in the relaxed 
atmosphere of home or in an educational context such as a school. It has 
the capacity for simultaneous multiple language versions, live action 
dialogue scenes, and of course the interactivity that allows the student to 
practice in real-time simulations. 


The CD-I French Lesson is patterned on standard home teaching systems 
which use books and audio cassettes to combine the pleasure of learning 
about a foreign culture with useful phrases for an upcoming business trip 
or holiday. 


This particular phrasebook contains: 


® typical conversations in cafes, streets, stations and the like; 


® special phases for familiar situations such as asking for directions or 
changing money; 


Chapter 6: Typical CD-I Applications 101 


° the opportunity to learn new words simply by touching specific ob- 
jects in a scene; 


* accumulation of useful phrases as they are learned in a scrolling note- 
book; 


* a database of maps, museum guides and other tourist information; 


© documentary essays about places of interest. 


A single phrasebook can be marketed in several countries since the use 
of C-Level mono audio allows simultaneous coding of voice-overs in 
four or five languages. Corresponding text screens can easily be provided 
as well. 


pea fh 
pean 
Rey MZ 


a! 


C-LEVEL AUDIO 





A five-minute picture essay on Montmartre begins with voice-over in 
French, but if the tired student feels that enough vocabulary has been 
learned already, this can easily be switched to another, more familiar 
language without interrupting the flow of the visual sequence. 


102 CD-I: A Designer's Overview 


Chroma-key Facility 

Students learn new words and phrases through scenes which dramatize 
typical conversations, which they can control through interactive menus 
and some computer control programs. 


Scenes are acted out in full-motion video - and in a screen area of the 
order of two-thirds by two-thirds. This is accomplished by using an 
additional software decoding method and CD-I’s chroma key facility: 
the actors are shot against a single color background which can be keyed 
over a still DYUV background in the C-I player. 


Real-time Dramatizations 





The waitress approaches the customer, who asks what he can have to 
drink. The student is presented with a screen menu of drink choices in 
the form of an 8-bit CLUT high quality graphic which wipes onto the 
screen, replacing the closeup of the waitress on the front plane. The 
student can choose a drink. 


Routes through the options available to the student are controlled by 
computer program code which directs the branching of the operating 
system to the appropriate start locations of each dialog sequence. Each 
set of responses is coded onto the disc, one after the other, and each lasts 
three or four seconds. 


Chapter 6: Typical CD-I Applications 103 


There are 3 possible sequences on the drinks menu: 


© First sequence - the waitress asks: What would you like?’ 

° A menu of six choices appears and the student chooses café au lait 

° First branch - first choice: the system moves to the beginning of the 
sequence for café au lait: 
Customer: ’I would like a café au lait.’ 
Waitress: ’A café au lait, very well; 

° The waitress confirms the customer’s request and the whole menu 
reappears. 





(Her response is useful both to the learning exercise and to shift the angle 
of view back onto her. After the student’s next interaction, the customer 
can reappear at a new angle and appear to exchange remarks with the 
waitress. Changing the angle of view this way avoids jarring cuts to a 
new version of the same scene.) 


© Second sequence - with the second menu in view, the student can re- 
consider and selects jus d’ orange. 
© Second branch section - all choices made after the first one: the sys- 
tem moves to the start of the jus d’orange sequence: 
Customer: ’No, I think I would like an orange juice after all.’ 
Waitress: ’Ah, you would prefer an orange juice?’ 


* Third sequence - this time the student confirms by re-choosing the 
orange juice: 
- Customer: ’Yes, please.’ 
Waitress: ’Very good, I’ll get it for you.’ 


Of course, the student could work through all six choices on the menu 
without exhausting the patience of the long-suffering waitress. 


104 CD-I!: A Designer's Overview 


TITLE: Bienvenue 4 Paris Sheet: 8./7 


@m/NTSC Normal/dbiga/Double Producer: Caeeutey 
Section: Dialogues Sequence: (Cyfe ~ Drinks 





PLANE A 


Visual: Motion Video 


Update: /$, i Sec 


% screen: 76 PRY, 


Customer + Waitress 


Source: Chroma key - Studso 


PLANE B 
Visual: Stell Photograph 
Update: Hold 


% screen: [99 % 


ae Sa ne 


Source: (Commission 
















TRANSITION linear/branching 







TIME ONSCREEN: 5 $¢¢ /module 





AUDIO level: € mono/etesee 


Drinks = Lip Synch. 


TRANSITION EFFECT: Linear Update 












2. Laterrupt to freeze 





SCRIPT 












Linear Nest frame 
Mom Jeon Bar 
Cate menu 

Cate Zeon Bar 


W: Bonjour ,Mansreur, vous desires 
6: buest-c4e que vous aver comme horssons 


Cate ambuence - S/map 


Chapter 6: Typical CD-I Applications 105 


CD-1 PROJECT TITLE BiNVENUE A PARIS sHeeTt: 9./9 
SECTION: DIALOGUES SEQUENCE: CAFE / DRINKS 





VIDEO: 
General Latroduction 





LEAD IN 
CHOICE: 


PHRASES WALLET 
DIcrionaRy DIALOGUES 
GUILE Boon NOTE ROOK 








SeLecTe Dratooue ' 


CHOCCE: 
DIALOGUE 
CAFE STREET POST OFFICE 
RAILWAY HoTec BTC. 


se CAFE’ 





SEQUENCE ModUuLe 


vioeo: 
CAFE (NTRO 


RETURN 








CHOICE: 
PRINKS MENU 
& OPTIONS 






ALL CHOLCES 


1°*7 
CHOKE APTER 13° CHOICE 









VIDEO ! OURIRMATION VIDEO 2 


DIALOGUE: NEW CHOICE 
OfALOGUE 


, q 
04. ‘CAFE AU CHIT €9.'Jus D' ORANGE 


VIDEO 3 
DIALOGUE: 
CONFIRMATION 
- 
PReviou £ CHorce 






CURSOR 
(INTERRUPT 





CURSOR 
(INTERRUPT 





LEAD OUT 
CHOICE: 


(CON BAR 
MODE; CAFE SCENE 


VIDEO: 
MODE: ACTIVE SCREEN!’ 


106 CD-I: A Designer's Overview 


These optional routes can all be laid out on the disc in reasonable 
proximity to each other. Each section contains about six double phrases 
in the exchanges between the customer and the waitress, each requiring 
three or four seconds of real-time decoding. 





Basic programming technique can identify a choice from one of the 
action areas on the menu, then seek the first sector of the appropriate 
sequence. 


The customer could also ask for the bill, the option at the bottom of the 
menu, which would initiate a graphic and voice-over. (The wrong bill 
might be presented, which the customer could dispute by highlighting 
the amount where it appears on the screen.) 


The customer can pay the bill through the ’wallet’ menu on the icon bar 
at the bottom of the screen, by pointing toa note ofa given denomination, 
which calls up an appropriate audio response: 


¢ From several denominations, the customer selects one, saying: ’Here 
are .. francs’. Each possible phrase is so short that all the possibilities 
can be loaded into RAM for instant response time. 

The icon bar (a 3-bit CLUT graphic sub-screen) provides access to the 

many different modes of operation in the lesson - a dictionary which 

activates areas of the screen to provide an illustrated vocabulary, a 

guidebook to Paris, even a scrolling notebook to copy the last set of 

phrases for easy reference. 


The attached flowchart and storyboard page show how part of this 
sequence might be laid out. The storyboard page lists most of the key 


Chapter 6: Typical CD-I Applications 107 


factors in the design of this module such as plane configuration and 
percentage of screen occupied. Transitions are indicated at the bottom 
showing the next positions that the progam could move to depending 
upon the user’s choices. This takes into account both linear and 
interactive branching sequences. 


Cop) INTERACTIVE 4) 


4 Choice Sector 2 Choice Sector 3 Choice Sector 





The flowchart page is a module sketch diagram used to plot the possible 
actions. It forms the basis of a briefing document for the software author. 
The precise routing of choices for the phrasebook application may 
change several times before the final version is tested and proved 
successful. 


CONCLUSION 


This chapter has described a range of applications as a way of further 
informing the reader of specific design concepts. In these early days of 
CD-I, applications will tend to be based on familiar resources - material 
from other media which can be converted to CD-I, or projects modelled 


108 CD-I: A Designer's Overview 


on established formats from publishing, broadcast television or AV and 
computer software. 


CD-I is powerful because it is a multi-media publishing vehicle. All the 
media can be integrated and everything is in the digital domain. CD-I is 
the first medium to combine the impact of video with the power of the 
computer in the same language of digital code. This demands new ways 
of thinking about information storage and retrieval. This powerful new 
medium will change our lives and the way in which we do things. 


Chapter 7: How CD-I works 109 


CHAPTER 7: HOW CD-I WORKS 


For those readers wishing to understand more of the technical aspects 
of CD-I after having read Chapter 5, this chapter describes the CD-I 
Specification, or Green Book, in more detail. The subject is approached 
from the computer-orientated aspect of the technology. 

A description of the disc structure and organization is provided, 
including file structure, the design of a typical CD-I decoder and a brief 
description of the Compact Disc Real-Time Operating System, 
CD-RTOS. Further information on CD-RTOS is given in Appendix B. 


DISC STRUCTURE 


The organization of a CD-I disc is designed to be compatible with 
existing CD-Digital Audio (CD-DA) discs and players. CD-I is based on 
the highly successful CD-DA specification and is a complete system 
specification, which includes the encoding process, disc content, and the 
CD-I player. CD-ROM, in contrast, only specifies a division of the disc 
into sectors. The encoding and decoding methods are not defined, and 
are to the individual applications developers to establish. 


Disc Organization 

The CD-I disc can contain some 650 Mb of data in any combination of 
audio, video and computer information. All compact discs - CD-I, 
CD-DA, CD-V and CD-ROM - contain a lead-in area, a program area 
and a lead-out area. The program area of a CD-I or CD-DA disc can hold 
up to 99 tracks, numbered from 1 to 99, and while a CD-I disc can include 
CD-DA tracks, the first track must always be a CD-I track. Any CD-DA 
tracks on the same disc must appear after the CD-I tracks. Typically a 
CD-I disc will contain one CD-I track plus, optionally, one or more 
CD-DA tracks. Each track can be of any length between 4 seconds and 
the total available program space. 


CD data (as opposed to music information) can be recorded in two 
modes: Mode 1 - which is used in CD-ROM - contains extra error 
detection and correction codes, and is suitable for data which are highly 
sensitive to errors (such as computer databases). Mode 2 is suitable for 
information such as audio and video data, which is not so sensitive to 
errors; however, the CD-I specification has defined two specific Forms 
within Mode 2, Form 1 and Form 2. Form 1 also contains extra protection 
for sensitive data. All CD-I data are recorded in Mode 2. 


110 CD-l: A Designer's Overview 


TRACK 1 TRACK 2 


166 2250 2250 
Message Message Message | CD-DA 
Sector Sector Sector 


The track organization - which is mandatory for all CD-I discs - is 
indicated in the figure. The beginning of the program area (that is, the 
start of track number one), opens with 166 message sectors which contain 
CD-DA information only. 





The disc label (described later), comes next, followed by 2250 message 
sectors (or 30 seconds), after which comes the CD-I data. Between the 
end of the CD-I data and any CD-DA tracks, there must be a further 2250 
or more message sectors. 


Message sectors are intended to protect existing CD-DA players when 
they play CD-I discs containing data which might otherwise harm the 
CD-DA player or associated audio system. 


Disc Label 

The disc label is recorded in Mode 2, Form 1 - that is, with extra error 
protection - and contains a description of all the files on the disc, its 
contents, size, creator and so forth, as well as the location of any software 
modules which must be loaded into the system, and the path table which 
allows access to those files. 


The disc label must, of course, be in Track 1 at the position shown in the 
diagram above. 


The disc label comprises three records: the File Structure Volume 
Descriptor, the Boot Record and the Terminator Record. 


Chapter 7: How CD-I works 111 


Path Table and Directories 


Parent Directory 
Number 
1 







Relative Directory 
Position File Name 
Root 
CMDS 
Games 
Library 
Checkers 
Chess 
Globono 
Frank 
Gibson 
Text 
Video 




















“-“AOOANONAHKWN— 


—_— —t 
oOoOnoshsPWWWOH H+ 


A path table must be recorded on each disc. This provides an index of 
the Directory Structure on disc typically following the disc label. Its 
location on disc is given by the disc label. This is illustrated by the 
example shown in the figures. The path table comprises a list of all the 
directories. 


Directory Structure 





112 CD-l: A Designer's Overview 


Each entry includes the following fields: 
® Location of Directory File 
© Parent Directory Name 


® Directory Name 
Each Directory is a file containing file descriptor records. 


Files 

All data on a CD-I disc are divided into files. Any file may be accessed 
through the path table recorded on the disc. Each file is represented by a 
File Descriptor Record contained in the appropriate Directory file which 
contains the file name, number, size, address, owner, attributes, 
interleave and the access permissions for read. Files may, in fact, be 
interleaved on the disc so that itis not necessary for one file to end before 
the new file begins. 


There are several types of file: directory files, real-time files and standard 
files. 


CD-I SECTORS 


CD-I data are divided into discrete units called sectors. These sectors are 
similar (but not identical) to those specified for CD-ROM. In the case of 
CD-I, these sectors contain as well as either audio, video or computer 
data, the vital information which the system needs to handle this data 
efficiently in real-time. (One CD-I sector is equivalent to one frame of 
CD-DA.) CD-I data are recorded and transmitted at a rate of 75 sectors 
per second. 


CD-I Sector Format 

Each CD-I sector has a total length of 2352 bytes, and apart from 
synchronization information, also contains a header and sub-header, 
followed by data. The header provides information on the sector address 
in minutes, seconds and sectors relative, to the start of the track. It also 
indicates the Mode - which in the case of CD-I, is always 2. The 
sub-header comprises the following: the data type (that is, audio, video 
or program-related data), the form (which may be 1 or 2), trigger bits 
(including end of record and end of file) and the coding information (the 
format of which depends on the data type). 


Form 1 sectors contain 2048 bytes of user data and an additional 280 
bytes of error detection and correction code, and are intended for data 
whose integrity is essential, such as application programs, other control 
data and text, where there is no built in redundancy to allow for errors. 


Chapter 7: How CD-I works 113 


Form 2 sectors contain fully 2324 bytes of user data, but no extra error 
correction, and so are more suitable for less sensitive data such as audio 
and video. Where the presence of errors will not seriously affect the 
operation of the player, Form 2 sectors still allow errors to be detected 
so allowing error concealment techniques to be used. 


'++——— TOTAL 2352 BYTES———» 


r] Form 1 


Form 2 





For example for video data a line or pixel in error may be replaced by 
the adjacent line or pixel. 


CD-I Audio Sectors 


<«—____— Sector Data ——————_» 


20B 
\\Spare 


Audio 
Sector 





114 CD-I: A Designer's Overview 


In CD-I, audio data is held in Form 2 real-time sectors. The sub-header 
contains information on the emphasis, the number of bits per sample (that 
is, either 4 bits for levels B and C, or 8 bits for level A) and the sampling 
rate (which is either 37.8 kHz for Levels A and B, or 18.9 kHz for Level 
C). Finally, the coding information indicates whether the sector contains 
mono or stereo sound. 


The data in each sector comprises 2304 bytes plus a spare 20 bytes, and 
is divided into 18 sound groups of 128 bytes each. Each sound group is 
further subdivided into 16 bytes representing the sound parameters and 
112 bytes of actual sound data. The audio data include range and filter 
parameters, which are optimized in the encoding process for each sound 
group. 


Relative Sector Number 


ra Sco 
Lents SU obx ofitobstofsdofxto belo 


LovelB S rloloblolabltotobetolol 

: pieiobetteblolo Pope 
teveic s [1000000] 0|x10] 0] o[0Jo]o]o]x| 
“ Pdetoetetetsietietetetle tole 


[~~] Audio Sector 


The audio sectors are interleaved as shown in the figure. For real-time 
audio, Level A stereo sectors are in alternate sector numbers (that is, in 
the relative sector numbers 0, 2, 4, 6 ...) while at the other end of the 
range, Level C mono sectors are encoded only in every sixteenth sector. 





CD-I Video Sectors 


CD-I Video data are also contained in real-time Form 2 sectors. The 
coding information for video sectors comprises: 


® the resolution (that is normal, double or high); 
® the coding method (DYUV, CLUT, etc.); 


® an even/odd lines flag, which is used for error concealment. 
The video data is transferred directly to memory and decoded in the video 
processor. Visual images are coded on disc as described below. 


Chapter 7: How CD-Il works 115 


DYUV Images 


4 bits 4 bits 4 bits 





Each pixel pair is represented by 2 bytes (16 bits) organized as shown in 
the diagram. DY, DU, DV are the differential (or delta) values of 
luminance and color difference. Each 4-bit value is converted to an 8-bit 
value (representing 0 to 255) which is added to the previous value in the 
decoder. In calculating these delta values, the encoding process must take 
into account quantization errors to avoid the effect of cumulative errors. 
Also, since negative values are achieved by ’wrap around’, the encoder 
must avoid a pixel pair. 


CLUT Images 


8-bit CLUT 


7-bit CLUT 


4-bit CLUT 





116 CD-I: A Designer's Overview 


There are a number of different CLUT modes. CLUT-8 uses 8 bits of 
information to define the full pallette of 256 colors. 


CLUT-7 or 7-bit CLUT provides 128 colors, also at normal resolution. 
For double resolution, CLUT-4 or 4-bit CLUT provides only 16 colors 
but allows twice as many pixels horizontally as normal resolution, which 
can be valuable for text screens particularly in complex character sets 
such as Japanese where details become more visible in double resolution. 


CLUT images are coded with 1 byte per pixel (normal resolution) or 1 
byte per pixel pair (double resolution) as shown in the diagram. 


RGB 5:5:5 Images 


Upper Bank= 


1bit 5bits 2 bits 


Lower Bank= | 


T=Transparency bit 





The two banks are coded separately. 


Run-Length Images 

In normal resolution, 2 bytes of data are used to define first the color 
(taken from the pre-selected CLUT table) and then the number of pixels 
which will appear in that color before the next color change - that is, the 
number of pixels for which the color will be retained. In double 
resolution, pixel pairs are defined together. 


Run-length images are coded as 7-bit (normal) or 3-bit (double). 


Chapter 7: How CD-I works 117 


7-bit Run_Length 


3-bit Run_Length 


Pixel Pair 
3-bit 
Run of Pixel Pairs 





Program-Related Data Sectors 

Program-related data sectors are always Form 1, since they needa higher 
level of protection than simple audio and video data. Computer data in 
CD-I may comprise application programs, control data, text or character 
fonts, in real-time or non-real-time, depending on the application. 


Real-time sectors generally contain control data and synchronization 
information which is associated with audio and/or video sectors. 


CD-I DECODER 


CD-I decoders must be designed so that all discs can be played on all 
decoders. This implies that each decoder must be designed to meet one 
specification and certain parts of the decoder will be common to all. 


118 CD-I: A Designer's Overview 


The CD-I specification defines a base case decoder - that is, the minimum 
configuration which can be called a CD-I decoder. The figure contains 
a block diagram of such a decoder. It comprises: 


¢ A compact disc player, plus CD-DA decoder and controller. (These 
may be identical to those found in current CD-players.) 


The audio processor, including ADPCM decoder and audio proces- 
sing unit and attenuators. 


The compact disc control unit needed to provide the random access 
for CD-I and to provide real-time decoding of the sector information. 


The microprocessor. 
The DMA controller. 


The video processor and access controller. 


The Random Access Memory 
Non volatile RAM. 


The clock and calendar. 


The X-Y pointing device. 


The optional keyboard. 


The Read Only memory containing the CD-RTOS operating system. 


System Bus 
These are described on the following page. 


A number of extensions are possible to the base case decoder, including 
high resolution video and peripherals such as printers and modems. 


CD-Drive/Player 

The CD drive allows access to any part of the CD-I disc within at most 
three seconds. Drive control functions include pause, continue, stop and 
eject. The CD-DA decoder and controller decodes the CD-DA data, 
providing 16-bit PCM (Pulse Code Modulation) with left and right 
channels to the audio processing unit. It also provides all the necessary 
error correction facilities for CD-DA and low level correction facilities 
for CD-I sectors, and the low level control of the CD-drive. 


The CD-control unit provides selection of the required channels (that is, 
channels 1 to 16 for audio, and 1 to 32 for video). It provides 
de-interleaving of the audio-visual programmable data streams and 
selection of file number and selective interrupt generation. The use of 


Chapter 7: How CD-I works 119 


CDI-BASE CASE DECODER 


Left Right 


Speakers 


" VIDEO” 
RGB|*) DISPLAY — 


~ Video - 
_ Decoder — 


DMA hoses 
FControlial _ Controller — 


F Cloc 1 
_ Calendar — 


~ ROM 
" (CD-RTOS) 


SYSTEM 
BUS 





120 CD-I: A Designer's Overview 


the sub-header in each sector is very important to select the data type and 
to de-interleave the audio, video and program related data. 


PCM 
Decoding 


CDI 
Interface 


Video & 


Data out Decoding LL 


System Bus 





It should be noted that the CD-player with the CD-DA decoder and 
controller is capable of playing a normal CD-DA disc as well as CD-I 
discs. 


The CD-DA controller decoder outputs CD-DA PCM data to the audio 
processing unit, and the CD-control unit outputs CD-I data, which can 
be either ADPCM, (Adaptive Delta PCM) audio, video data or program 
related data. 


The CD-control unit recognizes the type of sector which is being read by 
decoding the sub-header and manages it accordingly - for example, 
ADPCM audio data may be sent directly to the audio processor or to the 
memory, while video and program-related data will be sent to the 
memory. 

The de-interleaving of data ensures that the video, audio and program 
related data are sent to the appropriate parts of memory. 


Audio Processor 

The audio processor comprises the ADPCM decoder and audio 
processing unit. ADPCM data is passed to the ADPCM decoder either 
directly from the CD-control unit or from memory. The ADPCM decoder 
decodes Level A, B or C audio. 


This outputs PCM audio data, both left and right channels. 


Chapter 7: How CD-I works 121 


CD-DA 
PCM Data 
Special 
Effects 
Processor 


Speakers 


ADPCM 
Decoder 








The Audio Processing Unit 

All audio passes through the Audio Processing Unit (APU) on its way to 
the playback system. The APU acts like a simple two-channel audio 
mixer within the CD-I system, with two input channels, either stereo or 
mono, from two sources, and can mix the input channels to the left and 
right output channels under the control of the application. 


In addition, the APU can vary the loudness of each channel separately, 
for mixing and speaker panning effects. Individual units of sound, stored 
on disc, can be used in various ways for specific application software. 
Without the APU function, all audio combinations for a specific 
application must be pre-authored and stored on the disc in case it is called 
up by the user. A great deal of redundant storage space is saved this way. 


Video Processor 

The video processor includes the access controller and video decoder. 
The access controller provides an interface between the main system bus, 
the memory and the video decoder. The random access memory is 
divided into two banks: Bank 0 and Bank 1. Bank 0 contains information 
for Plane A, and Bank 1 for Plane B. The memory is also used for storing 
soundmaps and for system memory. 


The video decoder provides all the facilities for decoding the various 
pictures and special visual effects described in Chapter 3. The schematic 
diagram of the video decoder is shown in the figure. It comprises two 
real-time decoders, each capable of decoding visual images coded as 
described elsewhere in this chapter. 


122 CD-I: A Designer's Overview 


External Video 
(Optional) 


Video 
Decoder RGB 


RAM | RAM 
Bank 0: Bank 1 





Real-time decoder 0 decodes DYUV, CLUT and Run-length images and 
real-time decoder 1 decodes DYUV, CLUT, Run-length and RGB 
images. RGB images, of course, require the use of both memory banks 
and provide only one full screen image per plane. 


Plane A 


Plane B 





The output from each decoder is 8 bits each of Red, Green and Blue. For 
DYUV, CLUT and Run-length the output of each real-time decoder is 
at least 6 bits per R, G and B. RGB 5:5:5 provides only the most 


Chapter 7: How CD-I works 123 


significant 5 bits of each component. The three least significant bits are 
always zero. The two planes A and B may be overlayed in either order 
(i.e. A in front of B or B in front of A) and means are provided such as 
the color keying and mattes for creating transparent areas in each plane. 
Alternatively, the planes may be mixed and the brightness of each plane 
defined by multiplying by an image contribution factor which allows for, 
e.g. fading. The pixel hold function is provided between the overlay and 
the mixer as shown. (Pixel repeat for CLUT and RGB 5:5:5 is provided 
within each of their decoders.) 


Dyuv Decoding 


DY (4 bits) 
Y (8 bits) 


Interpolate 

Intermediate 

(8 bits| Pixel Values 
each) 


Backdrop/ 
External 


YUV Start Values _ Video 





The backdrop and cursor are added at the last stage where the digital 
signals are also converted to analog Red, Green and Blue. For the base 
case decoder, the analog signals must have at least 64 levels (equivalent 
to 6 bits of digital information). Optionally, the decoder may provide the 
full 8 bits at 256 levels for each R, G and B. 


The real-time decoder for DY UV is shown in the figure. The basic coding 
unit for DYUV is a pixel pair requiring two successive bytes in memory. 
For each pixel pair there are two values for Delta Y, one value for Delta 
U and one value for Delta V. In the decoder, for each of the Y, U and V 
signals, the delta codes are converted to their non linear quantization 
values; that is values between 0 and 255 (see figure) and the successive 
delta values are summed to give the absolute Y, U and V values. For each 
line, if not black, the absolute start values for Y, U and V must be 
provided and coded separately on the disc. U and V are linearly 
interpolated to fill in the intermediate pixels, because only every other 
pixel is sampled. Finally, Y, U and V are matrixed to RGB for displaying. 


124 CD-Il: A Designer's Overview 


Chapter 3: Run-length 
Coding 


For RGB 5:5:5, each pixel is represented by 16 bits; 5 bits for each of 
the R, G and B components and one bit to provide transparency. This 
requires the use of both banks of memory to provide only a single image 
plane. RGB 5:5:5 decoding is, therefore, very trivial. 


For CLUT coding, we have 1 byte representing 1 pixel for CLUT 7 and 
CLUT 8, and 1 byte representing 2 double resolution pixels for CLUT 3 
and CLUT 4. CLUT 7 is available in both image planes, whereas CLUT 
8 is only available for plane A. 


For Run-length images, Run-length 7 uses the 7 bit CLUT and a run is 
represented by 2 bytes; the first byte giving the CLUT address and the 
second byte giving the length of the run which can be up to 255 pixels 
long. For CLUT 3 (which allows double resolution) the first byte 
provides the colors for a pixel pair and the second byte gives the 
Run-length. For both 7 and 3 bit Run-length coding, all lines end witha 
zero length run, which means that the color should be continued to the 
end of the line. 





| __]Allowed | _]Not allowed 


Chapter 7: How CD-I works 125 


To use CLUT coding, whether directly or Run-length coded, it is 
necessary to know which entries in the CLUT are actually used. There 
is one color look up table in the decoder which has 256 entries, so for 8 
bit coding the whole of this CLUT is allocated to plane A. (Note: It is 
not possible to use the CLUT for both planes A and B since this would 
mean time sharing it. Speed constraints prohibit this.) For 7 bit coding 
the CLUT is divided into two halves, giving 128 entries for plane A and 
128 for plane B. Therefore, itis possible to have simultaneous 7 bit CLUT 
images. 4 bit CLUT coding uses the last 16 entries in each half and 
Run-length 3 uses the last 8 entries in each half. An application program 
can load appropriate color values into each entry of the CLUT, as 
appropriate. 


The figure indicates the allowable combinations of the different coding 
methods. There are only two real restrictions on combining images. The 
first is thata CLUT 8 image cannot be combined with any other CLUT 
image or Run-length, as it uses the whole CLUT (all 256 entries). It 
therefore can only be used with DYUV in plane B or, of course, with 
plane B off. The second restriction is that RGB 5:5:5 uses the data stream 
from both image memories, so it cannot be overlaid with any other digital 
video plane. 


RGB levels 


As mentioned before, the output from each real-time decoder is an RGB 
signal converted into analog with a color resolution of at least 6 bits per 
R, Gand B component. This means that each componentcan havea value 
from 0 to 255. The CCIR have recommended, for TV studio operation 
involving digital signals, that black level should be represented by 16 on 
a scale from 0 to 255 and peak white by 235. 





This allows some space below 16 and above 235 for inevitable 
undershoot and overshoot which is caused by bandwidth limitations of 


126 CD-l: A Designer's Overview 


the TV signal chain. (For example, a square wave signal would overshoot 
both white and black levels when the bandwidth is limited.) 


To avoid distorting images, the CD-I specification follows these CCIR 
recommendations. These are indicated in the figure. These levels are 
particularly important for natural images encoded with DYUV but to 
maintain consistency, they are used for all image coding methods. The 
RGB levels must be taken into consideration in the encoding of visual 
images. 


Display Control Program (DCP) 

The control of visual images include the loading of CLUT values, the 
defining of mattes, etc. The CD-I specification defines what is known as 
the display control program, or DCP. This consists of a set of display 
control instructions which are carried out on every field scan of the 
display. These instructions are placed in two tables which are the field 
control table, which is executed once every field, and the line control 
table, which has separate instructions for each line of the display. 








_<< 1 Display Line 


: Start Matte A 
: Change ICF 

: Start Matte B 
: End Matte A 
: Change ICF 
End Matte B 


















mOoadcown 





Matte B 
ICF Area 


Matte A 






There is a field control table and line control table for each of two image 
planes. The field control table can hold up to 1024 instructions and is 
used for setting up the display parameters at the start of each field and 
can include the data for loading into the color look up table for example. 
The line control table comprises up to 8 instructions for each line. These 
allow the display parameters to be changed from one line to the next as 
the scan progresses. 


Chapter 7: How CD-I works 127 


One of the most basic uses of the line control table is to provide a display 
start address for the beginning of the image line. It is possible, therefore, 
for the start of each line of an image to be in random locations in memory. 
This is particularly important for providing scrolling of images, 
particularly together with the use of subscreens, where only part of the 
screen is scrolling, where there will be a discontinuity between the fixed 
part and the scrolling part of the screen. 


One important application of the DCP is the creation of mattes. An 
example is shown in the diagram. Here the display comprises two 
overlapping mattes and what is known as an ICF (image contribution 
factor) area. If we look at one line of the display marked in the figure, 
there are six points on this line where there is a boundary of one of thése 
areas. Matte A is circular, matte B is a diamond and so on, but each of 
these mattes or areas, can in fact, be almost any shape. Along this display 
line point a indicates the start of matte A; b is the start of the ICF area, 
at which point, the ICF is changed to a new value. At point c is the start 
of matte B; d the end of matte A; e the end of the ICF area and therefore 
a change back to the old value of ICF and f marks the end of matte B. 


Scanline Position 1 
(Rabbit held in position) ~~ 


Scanline Position 2 
(Rabbit free to move) 


Signal when this line reached, to 
avoid flicker when redrawing. 





Matte A and matte B could, for example, represent areas of trans- 
parency/translucency, revealing the plane beneath and can be used to 
generate some of the visual effects which were described in Chapter 3. 
Since the positions a, b, c, etc. can be changed from line to line, there 
can be a large number of mattes on one picture. The limitations are that 
only two mattes at most can overlap and there can be, at most, 8 matte 
boundaries on any one display line. The figure, of course, indicates six 
such boundaries. 


128 CD-I: A Designer's Overview 


Since each line of the LCT comprises up to eight instructions, it would 
be possible to change all of these boundary values on each line. However, 
this would leave no room for other instructions which may be required, 
for example, to set a new line start position. 


Another example of a DCP instruction is shown in the diagram. This 
provides synchronization to display scanning. In the figure the example 
shown is an object being moved to a new position, for example, to 
produce animation. 


To avoid flicker in the signal it is important that the object should not be 
moved while the object itself is being scanned. Therefore, it is possible 
on any line to insert an instruction which will generate a signal when that 
line has been reached. Therefore, the application can wait for the signal 
and can then move the object to the new position ready for the next 
scanning field. 


Further examples of DCP instructions are as follows: the image coding 
method can be changed at any point on the display. This is how 
subscreens are produced. 


A new backdrop color can be loaded. CLUT colors can be changed as 
the scan progresses to extend the number of colors available in any one 
image. A CLUT image plane can also be changed from 256 to over 2000 
colors. 


The Hardware Cursor 

The small hardware cursor plane, 16 pixels square, was described in 
Chapter 3. Each pixel can be set to be either transparent or the cursor 
color which may be defined from a range of 16 colors. The cursor may 
be appear solid on the screen, or may blink, and it can be in normal, 
double or (as an extension) high resolution. 


The position of the cursor can be set to any position within the full screen 
area of the display. 


Border Color 
The border around the reduced screen area can be set differently for each 
line and for each plane; however, if DYUV coding is used, this border 
must be black. 


Chapter 7: How CD-I works 129 


DMA Controller 


DMA 
Controller 





The DMA controller allows fast, efficient transfer of data within the 
system, between the CD control unit and memory, and from one part of 
memory to another, without the use of the MPU, thus releasing the MPU 
for more important work. Its function is shown in the figure. 


Random Access Memory (RAM) 


i) 
Access 
Controller 


RAM | RAM 
Bank 0: Bank 1 


512 kB 512 kB 





The random access memory (RAM) comprises two banks of 512k bytes 
each. It is accessed through the access controller using the 
micro-processor unit and the video processor. Each bank comprises 256k 
words, 16 bits wide. Image data has to be stored in the appropriate bank 


130 CD-I: A Designer's Overview 


(Plane A or Plane B); other data, such as soundmaps and system data, 
may be stored in either bank. 


Non-volatile RAM (NV-RAM) 

A non-volatile random access memory (NV-RAM) is also included 
within the CD-I decoder. It comprises a minimum of 8K memory, either 
non-volatile or backed up by a small battery to provide continuous 
support in the event of a power failure. Part of the NV-RAM is reserved 
for system information. The remainder may be used for application data. 
Data is organized as files in the NV-RAM. 


Clock/Calendar 


A battery-operated clock calendar, accurate to at least one minute in a 
month, records hours, minutes, seconds, the month, year and leap year. 


Pointing Device 

One or more X/Y pointing devices are provided as user interface for each 
CD-I decoder. Each will also include two trigger buttons and must be 
capable of pointing at any pixel on the full screen display at normal 
resolution. 


The pointing device may be a mouse, joystick, lightpen, tracker-ball or 
any other suitable device, giving either absolute or (in the case of a 
mouse) incremental position, or velocity of movement. 


Transfer Paths 

At this stage it is worth a review of the material covered in this chapter 
up to this point by looking at the various pathways that data can follow 
within the CD-I system. 


Data moves through the CD-I system from storage on disc or in RAM, 
from synthesis in the Microprocessing Unit (MPU), or from screen 
actions by the user. Application software tells CD-RTOS when and 
where to find data and which pathway to send it along. 


Application Software 
Application software is taken from the disc when the program begins and 
loaded into RAM to direct the program. Software can be loaded in and 
out of RAM during the course of the program depending on variable 
routes chosen by the user. This data is mixed with the audio and video 
data in the data stream. 


Transfer Paths 
CD-DA 


Control 
Program(s) 
(Application 

Software) 


DM 
P 


Video 
Processor 


Plane B 


Backdrop 


Data 


---- Control 





Chapter 7: How CD-I works 131 


132 CD-l: A Designer's Overview 


Audio Pathways 

Audio can travel along four different routes depending on its source and 
use. CD-DA is played direct from the disc through the Audio Processing 
Unit (APU) to the playback system and does not enter the CD-I 
controller. 


Most CD-I audio at A, B or C-Level is played directly from the disc in 
real-time. Playback is controlled by the CD control unit, which channels 
digital audio data to the APU for playback. 


Audio from the disc is the determining factor in thereal-time recovery of 
all data read from the disc. While audio is being read from one location, 
the player cannot look elsewhere for other data such as a picture. Thus, 
sound and pictures required in the same sequence must be interleaved in 
the data stream. To have an audio sequence with a range of choice for 
accompanying pictures, the audio must be stored in multiple locations 
on the disc, interleaved with a new set of pictures at each location. This, 
in turn, would require a lower audio quality or a slower rate of picture 
change. 


Playback from System Memory 


Soundmaps can be loaded into temporary memory from disc or the MPU. 
Like direct playback from disc, digital sound data is converted to analog 
signals in the decoder and played through the APU. 


Video Pathways 


~ VIDEO ~ 
DECODER 


“VipEO 
DECODER | 





All video images are loaded into RAM before display on the video 
screen. Sectors of video are interleaved with sectors of audio in the data 


Chapter 7: How CD-l works 133 


stream. Video data can be retrieved from the CD disc or synthesized in 
the MPU before being stored in one of the two Image Stores (RAM). 


Image Store (RAM) 

From RAM, the video data passes through a decoder which sends it to 
the appropriate screen plane for display on a monitor or television. The 
video decoder has two real-time decoders which convert digital video to 
analog RGB signals in the appropriate resolution. One real-time decoder 
receives imagery from Image Store 0 (RAM 0) through path 0 which, 
when decoded, will be passed to the 8-bit image plane supplied by that 
decoder. The other decoder is supplied by Image Store 1 via Path 1. 


The real-time decoders control screen effects by designating the screen 
area and the contribution of each screen to the overall image. 


A dissolve is a simple example of this: a one-second dissolve from a 
desert scene on Plane A to a camel caravan on Plane B requires the 
controller to increase the full screen contribution of Plane B from 0 to 
100% over one second as it decreases the contribution of Plane A from 
100% to 0. 


CD-RTOS 


At the heart of every computer is its operating system, the program 
controls all the other software programs and hardware. CD-I has its own 
Compact Disc-Real-Time Operating System (CD-RTOS), designed 
specifically for demands of interactive multi-media information 
management in real-time. It is based on a high-performance operating 
system called OS-9, which is concisely written in 68000 assembler code. 
This section summarizes the main features of CD-RTOS. Further details 
are given in Appendix C. 


Organization 

The organization of CD-RTOS is shown in the diagram. At the top is the 
application program which communicates with the CD-RTOS kernel 
through various libraries. Housekeeping modules are connected to the 
kernel, and below the kernel are the file managers: the Compact Disc 
File Manager, Pipe File Manager, Non-volatile RAM File Manager, and 
the User Communications Manager. 


Below the managers are the various drivers, which interface directly with 
the hardware described above. The drivers allow for differences between 
CD-I players and configurations from different manufacturers. 


134 CD-l: A Designer's Overview 





Chapter 7: How CD-| works 135 


THE KERNEL 


The kernel is the heart of CD-RTOS. It provides multi-tasking, handling 
all task control itself, including task switching and task suspension. It 
also handles memory management (including the allocation and 
de-allocation of memory as the application demands), all the interrupts 
generated in the CD-I player, all the systems service requests, the I/O 
(input/output) calls and so on which pass through it. 


Finally, it handles control between individual tasks and synchronization, 
a vital task. There are several ways of communicating between tasks: 
simple software interrupts that the processes can send between each 
other; events or semaphores; shared memory in the form of data modules; 
or pipes which allow communication through the I/O system. 


Configuration Status Descriptor 

The configuration status descriptor (CSD) is an integral part of the CD-I 
system. Basically, it allows an application to discover what devices are 
available on the player and information about these devices, such as their 
capability. There is an entry in the CSD for each device on the system, 
stored in RAM/ROM with additional parts in non-volatile RAM. It is 
also possible for the user to configure the machine using the CSD 
mechanism, perhaps to indicate a choice of control device. 


Each CSD entry, known as a device status descriptor, includes four parts: 
the device type, name, active status (such as whether it is busy), and a 
set of parameters which are specific for each device. 


All the devices in the decoder, including the base case devices, will be 
represented in the CSD, which will indicate, for example: the capabilities 
of the video processor (for example, whether it can do high resolution), 
the audio processor, the NVRAM size and so forth - all of which will be 
described in the configuration status descriptor. 


The CSD also provides information for any extensions or peripherals 
which may be connected to the decoder - floppy disc, keyboard, printer, 
modem and so on. 


Start-up Procedure 

When the CD-I decoder is switched on and a disc inserted, the software 
performs the start-up procedure. The hardware is initialized, the 
CD-RTOS kernel is started and the system copyright message is 
displayed. After that, the boot file is loaded from the disc, or, if there is 
no boot file, the configuration status descriptor is compiled. 


136 CD-I: A Designer's Overview 


STARTUP PROCEDURES 





Chapter 7: How CD-l works 137 


The file system is then initialized. This involves reading the Disc Label 
and the Path Table which shows the layout of what is on the disc. After 
that, it may display the manufacturer’s label and copyright message, 
before executing the first application program pointed to by the disc 
label. 


If the user removes the disc and inserts another, this process is repeated 
from the point indicated in the diagram. 


File Protection 

The disc file protection mechanism restricts access to certain files: this 
allows a content provider to protect up to 32 different files or 
combination of files per disc through access codes. This means a disc 
can be designed to contain several application programmes, access to 
which can be individually controlled through separate access codes and 
charges: the customer may buy the disc and pay for one or two 
applications, with the option of accessing others, for a fee, at a later date. 


Each CD-I player has a unique code, in addition to which there is an 
encryption method in the kernel which will match the player and the 
access codes to control access to the files. 


For example, a disc may contain up to 32 games. When the user purchases 
the disc he pays a fee for this first game only. Later, he may pay for other 
games on the same disc and receive an access code which is fed into the 
CD-I player using the keyboard or pointer. The application must provide 
the mechanism for carrying this out. (Note that the access code will be 
different for each application and each player.) In this way the user pays 
only for the games he wishes to play. 


FILE MANAGERS 


The file managers are located between the kernel and the drivers and are 
used to provide the I/O despatching. The main CD-RTOS file managers 
are: the User Communication Manager (UCM), the Compact Disc File 
Manager (CDFM) and the Non-Volatile RAM File Manager (NRF). 


UCM Video 

The User Communications Manager provides software support for the 
video graphics devices available, the pointer devices, the optional 
keyboard and audio processor. The UCM video functions support the 
organization of the two image planes, and the creation and manipulation 
of multiple images in memory, and provide basic graphics drawing and 
text functions. 


138 CD-l: A Designer's Overview 


DRAWMAPS: A drawmap is simply an area of memory which can be 
used by the application to store and manipulate images, either loaded 
from disc or created using the drawing functions. Drawmaps can have 
several formats: DYUV and CLUT images are stored as a rectangular 
array while Run-length images are stored as a list. RGB 5:5:5 requires 
two drawmaps, one in each memory bank. 


Examples of UCM drawmap functions include: 


* ’create and close’ (used for allocating and de-allocating memory for 
drawmaps); 


© ’copy and exchange’, for transferring image data between drawmaps 
(useful for rectangular updates and for animation); 


® *transparent copy and exchange’, similar to copy and exchange’, ex- 
cept that pixels of specific value are not transferred (also useful for 
animation purposes). 


If a drawmap is larger than full screen size, the display may be scrolled 
around the larger image. Drawmaps smaller than the screen size may be 
used to create animation effects: for example, partial updates may be 
handled as small drawmaps, a succession of which are overwritten in turn 
onto a larger drawmap. The use of transparency allows a non-rectangular 
object to be overwritten on a larger drawmap. 


GRAPHICS DRAWING: The basic graphics drawing functions are line, 
rectangle, polyline, circle, ellipse, arc and fills. In addition, text in almost 
any font style and character shape can be drawn. The graphics drawing 
parameters include the use of patterns, definition of colors, line size, dash 
style, fonts, writing modes and clipping region. 


Other functions include OR, AND and exclusive OR. In practice these 
functions operate on multi-colored patterns and drawmaps, encoded as 
either CLUT or RGB. 


REGIONS: Regions may be used to limit the drawing area within 
drawmaps. In addition, the data which is generated by the regions can be 
used in the display control program to create mattes for special effects. 


Regions can be created in several basic shapes: rectangles, polygons, 
wedges, ellipses, and so forth. In addition, these basic shapes can be 
combined through region operations. Regions may also be used to clip 
drawmaps: so, for example, that part of a line which lies outside the 
region can be clipped. 


Chapter 7: How CD-I works 139 


DISPLAY CONTROL PROGRAM: The UCM provides functions to 
load the display control program which was described above. 


UCM Audio 

The audio part of the user communications manager controls the flow of 
ADPCM sound and control signals from the MPU or memory to the 
ADPCM decoder. It supports the creation from the application, specific 
sounds and allows the sounds to be manipulated in memory as well as to 
support the hardware mixing, panning and attenuation capabilities of the 
audio processing unit. It manipulates soundmaps, which are basically a 
memory area that an application can use to preload data from the disc. 
Soundmap manipulation functions allow different types of audio data to 
be mixed together before they are sent to the audio processor. 


UCM User Interface 


The UCM also supports the X/Y pointer devices and optional keyboard, 
and provides functions for the application to read data from the keyboard 
and the position indicated by the X/Y pointer device. 


Compact Disc File Manager (CDFM) 

The Compact Disc File Manager converts high-level commands from 
the application to device driver commands. It provides access to and 
interpretation of the disc file system, carries out any necessary access 
protection and schedules the disc access. 


It may be that the application which is running requires multi-tasking, or 
that more than one application is running on the system: the CDFM 
schedules these accesses to the disc so that access requests are processed 
in the order in which they appear on the disc - which may not be the order 
in which they appear in time. 


This process works something like a lift, which from the ground floor to 
the top, stopping not in the order in which the passengers indicated their 
individual floors, but as the floors themselves appear. 

The following service requests are processed by CDFM: 

© Open Path to Specified File 

* Change User’s Default Directories 

* Change Current File Position Pointer (Seek) 

® Read Data From File 


* Get Specified Status Information 


140 CD-I: A Designer's Overview 


¢ Set Status Information 
© Perform Special Function 


* Close a File 


Note that Seek allows movement within a data file, real-time record or 
real-time file, to skip over certain real-time records in the program. 


NV-RAM File Manager (NRF) 

The NV-RAM File Manager provides a filing system for the application 
to write files to the NV-RAM, through a simple version of the Random 
Block file manager available on OS-9 for magnetic discs. It provides a 
basic directory structure with only one NV-RAM directory and no 
sub-directories. File names may be generated by the application, 
providing there is no duplication. 


Since the amount of memory is limited (a minimum of 8K bytes for the 
base case decoder), the application must use this memory very 
efficiently. 


DRIVERS 


The device drivers provide the necessary interface between the file 
managers and the devices themselves. The drivers will take account of 
any differences in devices from different manufacturers so that a standard 
interface is presented to the manager and therefore to the application. 
The drivers will handle all of the low-level functions which the file 
managers provide to the application. 


SYNCHRONIZATION AND CONTROL 


Synchronization, which co-ordinates audio and video effects in the final 
presentation, can be achieved in several ways: 


¢ A software timer, which can be instructed to generate a timed signal. 
¢ A user input, which can also generate a signal. 
¢ A signal from another application, which is running concurrently. 


° A trigger bit, an end of record bit or end of file bits in the sub-header 
of sectors. 


© Full buffer signal from one of the Play Control List buffers. 
© End of the transfer of requested records. 


Chapter 7: How CD-I works 141 


Control of the flow of data through the system is achieved using the Play 
Control Structure, while synchronization can be achieved using the 
trigger settings in sectors and the Real-Time Control Area, both 
described below. 


Play Control Structure 

Real-time files typically contain interleaved sectors of audio, video and 
program-related data. The Play System Call used to play real-time files 
selects sectors by file number, channel number and data type (audio, 
video or program-related). It also controls the destination of the data 
through the Play Control Blocks and Play Control Lists, and signals the 
application software whenever a specific event occurs in the program. 


At the heart of Play System Call is the Play Control Block, which 
provides the means to de-interleave the data as it arrives in the player, 
and store audio, video and program related-data in the appropriate parts 
of the memory. The Play Control Block points to the audio, video and 
data Play Control Lists. 


Audio data may, of course, be sent directly to the audio processor or to 
the memory as asoundmap. The Play Control Block provides the channel 
selection mask to indicate which audio sectors are to be placed in 
memory and which should be directed to the audio output. 


The Audio Play Control List points to the soundmap to which the audio 
data should be directed. Similarly, the Video Play Control List points to 
the appropriate drawmap, and the Data Play Control List to the area 
where the data is to be directed in memory. 


Real-Time Control Area 


The Data Play Control List buffer includes text and control data, the latter 
usually ina Real-Time Control Area (RTCA) which is interpreted by the 
Real-Time Record Interpreter (RTRI). This is used to control the 
real-time playback and synchronization of a real-time file. 


There is a Real-Time Control Area at the beginning of each real-time 
record; the RTRI decodes the function codes within the RTCA for both 
the audio and video effects and provides synchronization information. 


The Real-Time Control Area contains a number of commands which are 
used to control the playing of real-time records, the loading of audio and 
video data, the manipulation and display of drawmaps, and the output of 
audio data. 


142 CD-I: A Designer's Overview 


It is also used to synchronize audio and video, and contains facilities for 
user interaction. The commands in the Real-Time Control Area can be 
executed in sequence or in parallel or, more likely, a combination of the 
two. 


The RTRI is a truly multi-tasking interpreter which can handle a large 
number of parallel tasks. This is necessary to ensure that data can be 
loaded from disc and displayed for output to the audio processor while 
inputting user responses. 


The RTCA is a genuine real-time programming facility that provides all 
the structures with which programmers are familiar, and is also capable 
of multi-tasking. 


InVision 

A series of efficient and easy-to-use tools are a useful addition to any 
language designed to be used by application programmers. An 
object-orientated multi-media user interface called InVision was been 
developed for CD-RTOS. While alternative User Interfaces and 
associated programming tools will no doubt emerge, InVision is the first 
of its kind. 


InVision is designed for the programmer in the development of CD-I 
applications as well as the actual user of a CD-I player. The user will 
normally be presented by a version of the InVision user interface 
modules adapted to the specific CD-I disc by the programming team who 
developed the application. 


However, InVision is more than a User Interface. It contains a series of 
tools and functions designed to integrate into CD-RTOS. These collected 
into three main modules: 


© Visual Shell: the only part of InVision that the user will actually see, 
this essentially forms the control panel of the CD-I player. 


Presentation Support Library: a collection of sub-routines intended to 
simplify the task of manipulating the display, and obtaining input from 
the user. 


Display Manager: a CD-RTOS sub-routine module for the UCM file 
manager which provides access to the video, audio, pointer and key- 
board driver routines. 


Further details of InVision can be found in Appendix C. 


Appendix A: Technical Specification Summary 143 


APPENDIX A: TECHNICAL SPECIFICATION 
SUMMARY 


The following technical specification information is provided for your 
information, and has been used for the calculations and other technical 
statements made in this book. 


Units of Measurement 
1 Mega byte = 1,024 kilo bytes 
1 Kilo byte = 1,024 bytes 


1 Sector = 2,352 bytes with headers and synch info. 
= 2,048 bytes (Form 1) user data 
= 2,324 bytes (Form 2) user data 
= 2,336 bytes (CD-DA) 

Disc Capacity 

650M bytes 


Disc Transfer Rate 

75 sectors/sec = 150k bytes/sec (Form 1) 
= 170.2k bytes/sec (Form 2) 
= 171.1k bytes/sec (CD-DA) 


N.B. Above is useful data rate, less headers, etc. 


Screen Resolution 


NTSC: 360 x 240 pixels = 86,400/1024 = 84.4k bytes 
PAL : 384 x 280 pixels = 107,520/1024 = 105k bytes 


Typical Values 
1 DYUV natural image picture = 85k bytes NTSC (105k bytes PAL) 
Partial update of 1/3 by 1/3 of screen (= 1/9 of screen area) 

= approx. 8.5k bytes = 10% 


So with a data rate of 170.2 at 15 frames per second you can have 
170.2/15 = 11.35k bytes per frame, based on either partial update of a 
DYUV natural image picture, or a full screen update of RL-7 CLUT 
cartoon picture 


N.B. Partial update can be improved to some 50% of the screen area by 
software techniques. 


144 CD-I: A Designer's Overview 


1 second CD-DA sound = 171.1k bytes 


1 second Level A Stereo = 85.1k bytes 
Mono = 42.5k bytes 


1 second Level B Stereo = 42.5k bytes 
Mono = 21.3k bytes 


1 second Level C Stereo = 21.3k bytes 
Mono = 10.6k bytes 


Max theorectical playing time = 74 mins 33 secs 
practical playing time (CD-DA & form2 CD-I = 72 mins 
practical playing time (CD-ROM & form1 CD-I) =65 mins 


Disc design must take the following factors into account: 
® disc storage capacity 

© transfer channel capacity 

® system RAM allocation 


® microprocessor load 
The whole disc can contain: 


7,830 DYUV NTSC natural image pictures (650M bytes = 650x 1024/85) 
6,340 DYUV PAL natural image pictures (650M bytes = 650x1024/105) 


or 
65 minutes of cartoon animation plus Level C mono sound 

or 

17 hours 18 mins of Level C mono sound (16 channels x 65 mins) 
or 


100 million words (150,000 pages of text) 


Appendix B: Glossary of terms 


APPENDIX B: GLOSSARY OF TERMS 


absolute disc addresses The location of a given sector on the disc in 
minutes, seconds and sectors, contained in the header of the sector. 


absolute RGB coding See direct RGB coding 


absolute RGB components Every color can be represented as the sum 
of different proportions of the three primary colors, red, (R), green (G) 
and blue (B). In absolute RGB encoding, every pixel is represented by 
its R, G and B components. These are values which, on presentation to 
suitable digital to analog converters will give the correct voltages 
required by the red, green and blue guns of a cathode ray tube to produce 
the color of the pixel on the display screen. 


absolute sector address The address part of the sector header field. Its 
value corresponds to the absolute disc address. 


absolute time In CD-DA, the total time a disc has been playing. Included 
in the subcode and thus available for display during playback. 


access The process of locating information in a data store. 


access controller A CD-I player component that takes drawmaps from 
RAM and loads them to the video decoder. 


access key The key supplied by a content provider to allow access to a 
group of files protected by a file protection code. 


access protection The method of preventing unauthorised access to 
specific data of a confidential nature, stored on a disc. 


active line scan period The time taken by the electron beam of a cathode 
ray tube to move across the visible part of a line on the screen. 


active display The contents of a video memory currently being 
displayed, as opposed to screen contents being held in memory for later 
display if needed. 


active regions Areas on a display screen which respond when indicated 
by a pointing device/cursor under user control. Used for user input in 
interactive systems such as CD-I. 


145 


146 CD-I: A Designer's Overview 


adaptive delta pulse code modulation A technique for converting 
analog audio into digital audio in any CD-I level. Delta modulation 
assumes close correlation between successive samples. It cannot 
accurately express large transients in an audio signal, because the 
correlation between successive samples is too low. Adaptive delta pulse 
code modulation is a variant of delta modulation in which the 
quantization steps are adapted to the dynamic amplitude variation. This 
adaptation can include a temporary switch to PCM. See delta modulation, 
pulse code modulation. 


ADPCM See adaptive delta pulse code modulation. 


address of path table The block address of the first block of the system 
path table. 


ADPCM decoder Device which converts CD-I audio sector encoded 
data to 2’s Complement 16-bit PCM encoded audio. 


album A set of discs. 


American Standard Code for Information Interchange (ASCII) A 
standard data transmission code designed to achieve compatibility 
between data devices. 


analog versus digital In analog systems, natural sound and images are 
converted into corresponding variations in electrical voltages or currents. 
The resulting electronic signals vary according to the original sound or 
image in a completely linear fashion. These signals aree then processed 
in various ways, such as making and playing a record or tape, or 
transmitting the signal for reception at a remote receiver. The signal is 
then amplified and reproduced locally. The same lineare technique was 
used in the past in the telephone system, for transferring the spoken voice 
from one telephone to another. 


One of the major disadvantages of analog technology is the occurence 
of noise and distortion. Noise occurs in the form of disturbances to the 
original signal caused by extraneous effects in the electronic circuitry 
used in the analog system. Distortion arises when any part of the signal 
processing system fails to represent the original signal accurately. Noise 
and distortion in an analog system are virtually impossible to remove, as 
they aree superimposed on the signal information itself. 

The concepts behind digital systems were first developed for telephony 
systems, where increasing demand for long distance communications 
broughtattention to the need to reduce or eliminate noise and interference 
signals. The development of the semiconductor, and with it the mass 


Appendix B: Glossary of terms 


produced computer components now commonplace in the area of 
professional electronics, brought digital technology into the consumer 
area. 


Digital circuitry works on the principle of defining all signals as a range 
of specific values or numbers, rather than by a continually variable 
voltage or current. In digital recording, the original signal is captured, 
and converted into a sequence of values, each representing the 
instantaneous level of the signal at a given moment. By repeating these 
samples at a fast enough frequency, or sampling rate, all the changes in 
the original sound or picture can be accurately recorded. 


animation The art or process of synthesizing apparent mobility of in- 
animate objects or drawings. See CLUT animation. 


appliance controller A dedicated circuit, between a computer and an 
associated appliance, through which the computer controls the appliance. 


applications software A computer program written for a specific user 
application. 


ASCII See American Standard Code for Information Interchange. 
aspect ratio The width to height ratio of an image or a pixel. 

audio block A block of audio information in CD-I format. 

audio block field bytes 2304 bytes of data in a CD-I audio sector. The 
audio block is further subdivided into 18 sound groups of 128 bytes each. 


The sound groups have to be encoded in sequential order. 


audio channel Audio data from one source. Up to 16 audio channels 
can be encoded in a CD-I track. 


audio data (1) Audio information expressed in digital form. (2) In 
CD-DA, multiplexed and pulse code modulated stereo information with 
CIRC and subcode added. (3) In CD-I, audio information encoded in 
accordance with the CD-I specification. 


audio functions User Communications Manager functions which are 
concerned with the maintenance and manipulation of ADPCM sound. 


audio mixing control unit Adjusts the volume and balance distribution 
of audio information. 


147 


148 CD-I: A Designer's Overview 


audio processing unit Converts digitally coded audio information to 
the ’left’ and ’right’ analog outputs. Also includes an Audio Mixing 
Control Unit. 


audio sector A data field containing audio data. 


audio sector data format The data field of an audio sector comprises 
a sub-header, an audio data block of 2304 bytes and 20 bytes with value 
0. 


audio quality level See sound quality level. 


audio track A CD-DA track with information encoded as 16-bit wide 
2’s-Complement numbers. A separately addressable section of a 
CD-DA disc, normally carrying a self-contained piece of music. Has a 
minimum duration of 4 seconds and a maximum duration of 72 minutes. 
One CD-DA disc can contain between one and 99 audio tracks, but the 
total disc playing time cannot exceed 72 minutes. 


authoring The work involved in producing the software for a CD-I 
application, from the initial concept to the recording of the master tape 
required for the disc mastering process. Authoring embraces: 


Encoding the required audio, video, text and binary data into CD-I 
data formats. 


Developing and producing the application software which operates 
on, uses or accesses the encoded CD-I data as required by the appli- 
cation. 


Structuring the encoded CD-I data and application software into the 
disc label, files and records corresponding to the access and playback 
requirements of the application. 


Verifying and validating the application so produced via, at the least, 
a CD-I disc/base case combination. 


authoring process In CD-I, the process of developing and producing the 
complete software for an application. It involves (a) Designing the 
program content by creating the story board. (b) Creating and capturing 
data, and preparing it for use. (c) Developing the program that will appear 
on the disc. (d) Simulating and testing the program in practice. (e) 
Preparing the final master tape. 


The first step in the process is the creation of an overall program design, 
or story board. This is critical to the success of the project, as it defines 
not only the type of basic material or data required for the video, audio 


Appendix B: Glossary of terms 


and text/graphics components, but also the interrelationships between 
them. The concept of interactivity, in which the response of the system 
depends upon the response of the user at each stage of the program, 
means that the whole project stands or falls upon the ’what happens then’ 
response of the overall CD-I system. This involves both the player and 
the disc, as well as the user. The key to this action-and-response 
relationship must be clearly defined in the story board design phase if 
the program is to be sucessful. 

It is unlikely that the story board will get the design right at the first 
attempt. One of the essentials of CD-I program design is step-by-step 
evaluation of results, leading to redesign and re-evaluation in an 
on-going interactive process. With both the application data and the 
application software on the disc, (all the information on a single 
medium), 


There is no opportunity to correct errors once the disc is released for 
replication and sale. 

So simulation, evaluation, validation, testing and, where needed, 
revision, are essential steps in every phase of the CD-I authoring process. 
And the controlling mechanism for this process is the story board. 


Based on a first issue of the story board, design work proceeds along two 
parallel paths. The first involves content collection; the assembly and 
production, when needed, of the video, audio, text and graphics 
information required by the story board. This basic information may be 
in either digital or analog form, or may have to be generated from scratch. 
Continuing along this first path, the collected data is tested and evaluated 
at each phase for correctness, and for the right balance of quality versus 
disc capacity. While Compact Disc-Digital Audio sound takes 100% of 
the information channel from the disc to the player, monaural speech 
takes only 6% of this capacity, leaving 94% for other information - video, 
text/graphics, application software or indexing information. The choice 
of a balance between quality and data bandwidth is a key element in 
program design. 


Once satisfactory, data is encoded and compressed to CD-I format, and 
prepared as data files onto a disc simulator. This is built.around a large 
capacity read/write store (typically hard discs are used, with a capacity 
in excess of 1200 megabytes) and is part of the authoring studio 
equipment). 


The second path involves the development and testing of the application 
software and user interfaces needed to interact with the data used in the 
program. 


149 


150 CD-I: A Designer's Overview 


Each stage of this application software development is testd on its own, 
and slowly integrated and synchronized with the relevant data as it in 
turn is collected. 

In this way, the integration and synchronization of each portion of the 
program is tested to prove it works as defined in the storyboard, before 
integration into the next level of the design. 

And once completed the first time, the program is then tested, revised, 
and retested on the disc simulator until the overall design and balance 
has been proven. 

Only at this stage can thought be given to transferring the total program 
to the disc replication facility. 


authoring system In CD-I, a general term for the equipment, in hardware 
and software, needed for authoring CD-I discs. 


authoring tool A computer programming aid used in authoring. 


auto-play, auto-play mode In CD-I, the play sequence of a CD-I disc 
when no user input is given, or when the CD-I player is so instructed by 
the user. Used for demonstration or training of the disc application, or 
for general information sequences. 


auxiliary data field InCD-ROM and CD-I the last 288 bytes of a sector, 
either used for extra error detection and correction (mode 1 and form 1) 
or available as user data area (mode 2 and form 2). See mode 1, mode 
2, form 1, form 2. 


backdrop The background image plane that is displayed when all other 
planes are made transparent. 


background plane Synonymous with backdrop. 


base case disc In CD-I, a hypothetical disc that can exercise all the 
capabilities of a Base Case system. See Base Case system. 


base case See Base Case system. 


base case system The minimum characteristics of a system that may 
bear the CD-I name. 


BER See bit error rate. 
bit error rate A measure of the capacity of a data medium to store or 


transmit bits without errors. Expressed as the average number of bits the 
medium can handle with only one bit in error. CD-ROM and CD-I, which 


Appendix B: Glossary of terms 


employ three layers of error detection and correction (CIRC and 
EDC/ECC) have a bit error rate of 10°” (one error per 10'8 bits). 


bit inversion A random error causing erroneous read-out of a bit, a 1 
becoming 0, and vice versa. 


bit-mapped display A screen display in which each pixel location 
corresponds to a unique memory location whose contents determine the 
intensity and color values of the pixel. 


bit map The process by which a picture is built up on a pixel-by-pixel 
basis. 


bit mapped text Specific characters generated by bit mapping. 


bits per sample The number of bits used to express the numerical value 
of a digitized sample. 


block In CD-ROM and CD-I, the user-data portion of a sector. 


block address A 32-bit integer that is converted to an absolute disc 
address to access information on the disc. 


boot file Optional File on a CD-I disc containing a program to be 
executed when the CD-I disc is first mounted. It can be used to add or 
replace Operating System modules in the Base Case system. 


boot identifier Identifies the operating system which supports this boot. 


boot record An optional record on a CD-I disc that specifies where the 
Boot File is on the disc. The contents of the Boot File is loaded into 
memory when the disc is first mounted. 


border The area outside a visual image which is reduced below the full 
screen size. 


burst error The corruption of a sequence of bits caused e.g. by a read 
error, tracking error or electromagnetic interference. 


CARIN CAR Information and Navigation system developed by Philips 
for computerized on-the-road route planning and route following, using 
digital maps recorded on CD-ROM or CD-I discs, in association with 
navigation sensors. 


151 


152 CD-l: A Designer's Overview 


cartesian coordinate system A system for locating a point in a plane 
by specifying its distance from two axes which intersect at right angles. 


cartoon-style image An image containing significant areas of the same 
color which can be efficiently Run-Length coded. 


CAV See constant angular velocity. 
CD See Compact Disc. 
CD-DA See Compact Disc Digital Audio. 


CD-DA controller/decoder The hardware needed to play a CD-DA or 
CD-I disc and to decode the information coming from the disc, either in 
the form of CD-DA audio information or other information passed to the 
digital output port of the controller/ decoder. 


CD-DA data Data encoded according to the CD-DA specification. 


CD-DA track A track on a Compact Disc containing music encoded 
according to the CD-Digital Audio specification. 


CD device driver The lowest software level to handle CD drives. The 
only software to communicate directly with the CD control unit, it resides 
in ROM ona CD-I player. 


CD-disc master A CD master disc, produced by exposing a 
photosensitive coating on a glass substrate to a laser beam. The laser is 
modulated by the digital program information from the CD-tape master, 
together with the subcode, which is generated during the disc mastering 
process from the subcode cue code, also on the CD tape master. The 
exposed coating is developed, covered with a silver coating and nickel 
plated to form a ’metal father’ recording mould. See CD Mastering, 
Metal Father. 


CD drive The drive mechanism portion of any CD player. 

CDFM See Compact Disc file manager. 

CD graphics In CD-DA, a technique for generating text, still pictures or 
animated graphics, related to the music. The graphic information is 
recorded in subcode channels R-W. Presently used in Japan only. Not 


related to the graphics facilities of CD-I. 


CD-I See Compact Disc-Interactive. 


Appendix B: Glossary of terms 


CD-I channel The main channel of a CD-I track corresponding to the 
specifications of CD-ROM, mode 2 and the CD-I logical and physical 
formats. 


CD-I disc design See authoring process. 


CD-Interactive digital audio In CD-I, there is a requirement to have 
audio data on disc at a number of distinct quality levels. These quality 
levels are equivalent to LP record quality, FMradio quality, AM radio 
quality, and telephone quality. Further, CD-Digital Audio information 
can also be played on CD-I equipment. 

In addition to CD-DA sound in 16-bit pulse code modulation (PCM) 
format, CD-I audio data is also coded in 8- or 4-bit Adaptive Delta Pulse 
Code Modulation (ADPCM) formats. This technique is chosen as a way 
of coding sound more efficiently than for CD-DA, such that 50% or less 
of the total data rate is occupied by stereo audio information. At least 
50% of the data rate can therefore be used for other purposes, principally 
the transfer of visual information. The Hi Fi music mode uses an 8-bit 
word size and a sampling rate of 37.8 kHz in order to take full advantage 
of the form 2 sector space of 2324 Bytes, while remaining the highest 
usable integral fraction of 44.1 kHz (i.e. the 16-bit PCM sampling rate). 
Hi Fi music mode is equivalent in quality to a high-quality LP played for 
the first time. In order to use the same coding technique to span the 
requirement for various audio levels and still maintain optimal quality 
by proper post-filtering, the word size of the first level is reduced from 
8 bits to 4 bits to give the Mid Fi music mode. This is equivalent to FM 
broadcast quality sound as broadcast from the studio, and offers a 
maximum of 4 stereo or 8 mono channels in parallel as opposed to the 2 
stereo or 4 mono channels available in the Hi Fi music mode. To achieve 
a further reduction in data rate, and thereby increase the number of audio 
channels to 8 stereo or 16 mono, the sampling rate is reduced by half to 
18.9 kHz. This results in the speech mode quality, which is equivalent 
to AM broadcast quality sound as broadcast from the studio. 


It should be noted that a channel as described above is equivalent to some 
70 minutes of uninterrupted playing time. Multiple channels can only be 
played with a 1-4 second gap between them. This gap is due to the fact 
that the laser read-out mechanism must be repositioned back to the 
beginning of the disc. 

An alternative way of using the channels is as a sequence of up to 16 
parallel channels of audio information. These channels could tell the 
same story but in different languages, for example, so that the user could 
switch from one language to another instantly at any time. This last case 
moves away from the question of what is on the disc alone, to the question 
of how that information can be used in a CD-I system. 


153 


154 CD-I: A Designer's Overview 


Audio information from the disc can reach the user in three different 
ways. (1) From the disc directly to the 16-bit PCM decoder, and out 
through the audio Hi Fi system as CD-DA sound. (2) From the disc 
directly through the ADPCM and PCM decoders and the Hi Fi system 
as ADPCM sounds. (3) From disc into a microprocessor-controlled 
random access memory, where it can either be held awaiting its singular 
or repeated use whenever a certain event occurs (for example a ball 
bouncing on the screen, which must be accompanied by the appropriate 
sound), or it can be slightly altered as a function of different events and 
then sent under microprocessor control through the ADPCM and PCM 
decoders and out to the Hi Fi system. This latter approach allows for 
audio interactivity with a quality that has been unachievable in the past. 
See adaptive delta pulse code modulation, delta modulation, pulse code 
modulation. 


CD-Interactive digital video In CD-I, there is a requirement for various 
video quality levels to offer a choice of resolution and color depths to 
satisfy various pictorial functions in the applications. Three resolution 
levels are defined: the best achievable resolution for pictures on present 
normal TV receivers (normal resolution); the best achievable resolution 
for characters displayed on present normal TV receivers (double 
resolution); the best achievable resolution with the coming 
enhanced-quality TV sets (high resolution). As for color depth, the 
quality necessary depends on the type of image that is being handled. 
Natural stills use YUV (luminance and color signals) coding for an 
equivalent of 24-bit total color depth per pixel, quality graphics employ 
Color Look-Up Tables (CLUTs), and user-manipulated graphics use 
direct RGB coding. 


A key requirementis that the disc must be compatible regardless of where 
it is purchased and on which system is is used, i.e. playback should be 
independent of the particular TV standard. Given these and other 
similarities and differences, CD-I video requirements are translated into 
specifications related to three areas: 


¢ display resolution 

* picture coding 

* visual effects. 

CD-I systems will work with, and CD-I disc contents will be displayable 
on, normal TV sets. The video coding adopted conforms, as far as 
possible, with prevailing industry conventions relating to color depth, 


visual effects and studio world considerations, while remaining 
independent of the TV standard (525/625 lines). 


Appendix B: Glossary of terms 


The starting point for the specification of resolution, in addition to 
525/625-line display systems compatibility is to ensure the readability 
of text, the undistorted shape of graphics, and the full screen view of 
natural pictures on display. To do this, two sets of resolution areas are 
defined; one as a safety area for text and graphics, the other a full screen 
for natural and animated pictures. Moreover, three disc formats are 
defined: 


© a 525-line format for NTSC studios 
® a 625-line format for PAL studios 


® a525/625-line-compatible format that can be used in the international 
market to satisfy all compatibility requirements. 


Each format is usable on each display system with, however, a quality 
penalty. The basic numbers for normal resolution, i.e. the best resolution 
visible on a non-interlaced TV, are 384 x 280 pixels for full screen and 
320 x 210 pixels for the safety area. For maximum readability of 
characters on a normal TV display, the double resolution mode is 
defined. 


This mode has twice the number of horizontal pixels as the normal 
resolution mode. For future programs, but still keeping in line with the 
data rate limitations of Compact Discs, a high-resolution mode is defined 
as twice the horizontal and twice the vertical resolution of the normal 
resolution mode, giving 768 x 560 pixels for full screen and 640 x 420 
pixels for the safety area. This is also consistent with high-resolution or 
525/625-line-compatible digital TV. 


The net distortion is at most 7% for a 525 or 625-line disc on a 625 or 
525-line decoder, respectively, and 3.6% for compatible discs on 525 or 
625-line decoders. 


This is aconsiderable improvement on the 20% distortion obtained when 
NTSC (525 line) material is transferred to PAL (625 line) systems for 
viewing. Also, it relates quite favourably to the fact that the eye can only 
resolve, at best, distortions of 5% if the original and the distorted object 
are side-by-side on the same screen; if they are not side-by-side the eye 
can only resolve, at best, distortions of 10% for objects of a familiar shape 
(e.g. circle, square etc). Even these low CD-I distortions will be reduced 
to zero when real-time pixel manipulation is added to CD-I equipment. 


155 


156 CD-I: A Designer's Overview 


As far as picture coding is concerned, three target areas are defined by 
CD-I applications: 


* natural pictures 


© graphics: 
° complex graphics, minimum download time 
© complex graphics, locally created 


® animation 


In all cases, it is necessary to use compression techniques to decrease the 
amount of data required for a given picture, and thus the loading time 
and memory storage requirements. By using compression, the 
achievable update speed, the number of images that can be put on a disc, 
and the number of video ’channels’ available per unit are all increased. 
Clearly, video coding needs to be simple so that the decoding can be 
affordable, and it must also be capable of being performed in real time 
while still maintaining image quality. 


The compression techniques chosen are: 
© 1-dimensional delta YUV (DYUV) for natural pictures 
© direct RGB coding for high-quality end- user manipulated graphics 


® Color Look-Up Table (CLUT) for graphics and fast update and mani- 
pulation 


© 1-dimensional Run-Length coding combined with CLUT for anima- 
tion. 


Each of these techniques gives optimal performance in the area of use 
for which they were chosen. In particular, with DYUV coding there is 
no visible difference between the compressed and original pictures. Four 
different sizes of CLUT, two used with Run-Length coding, offer an 
efficient trade-off between the number of colors needed and the rate of 
change required. If pictures coded in DYUV or CLUT graphics are 
intermingled with audio data in speech mode quality, for example to 
explain their content or to enhance a story, then 3 full-screen 
pictures(normal resolution mode compatible format) can be displayed 
every 2 seconds while the audio is playing. Moreover, for full-screen 
animations like cartoons, real motion is achievable with the Run-Length 
compression coding specified. 

The data rate of the CD-I data channel is not high enough for visual 
effects such as cuts and wipes to be performed in the full motion video 
data stream (as is done in movies, for example). Furthermore, for 
interactive use it is desirable to have not only more channel space (for 


Appendix B: Glossary of terms 


more effective use of CD-I), but also the ability to vary the visual effects 
used on the same picture data as a function of end-user activity or 
computer software state. Visual effects are therefore approached at a 
higher level, e.g. via control functions in the data stream, rather than 
embedding them uniquely in a moving data stream. 


As far as operations on a single visual plane are concerned, CD-I at the 
basic system level will be capable at least of: 
* cuts 


* smooth x,y scrolling 


efficient updating of any part of a visual field independent of the con- 
tents of the rest of the visual field 


© CLUT animation 


trading-off picture resolution against visual data thoughput, for a con- 
stant visual field size. 


The overlaying of images is based on the ability to have at least one 
hardware cursor plane available, one, two or three independent 
full-screen full-picture visual planes available, and one backdrop plane 
available for use with external video at a pixel level. These plane 
combinations allow CD-I to be used for a variety of applications as 
encountered in multi-cell film work, e.g. in animations, in games-like 
manipulations of objects over objects, or with a background over a 
foreground. In CD-I, the control of overlays is done by a transparency 
bit for the pixels of the cursor, and also the RGB plane. As for the use of 
the CLUT, acolor key is used to control the overlay of such planes, while 
for DYUV the pixel-wise overlaying of regions under well-defined 
transparency/translucency conditions is used. 


The final point concerning CD-I visual is that of operations between two 
visual planes. There are rwo main categories of such operations: 


® wipes, and 


® dissolves or fades. 


Wipes and dissolves are well known in the film and video industries as 
well as, in a simpler form, in professional slide shows. They are very 
important in maintaining an attractive presentation potential in CD-I for 
both stills and moving picture sequences. These effects, together with 
the other visual effects described, bring CD-I as close as possible to the 
present passive video world, while at the same time allowing for 
interactivity via either end-user or software control of visual information. 


157 


158 CD-I: A Designer's Overview 


This multi-faceted control of visual content and visual information flow 
as perceived and influenced by the end-user makes CD-I potentially the 
richest artistic medium ever created. See color look-up table, delta YUV, 
direct RGB coding and Run-Length coding. 


CD-I physical format The way in which data is stored on a CD-I disc. 


CD-I physical sector Directly addressable sector in a CD-I disc 
numbered consecutively beginning at zero. 


CD-Isector A unit of data of 2352 bytes. 
CD-I system A real-time system capable of playing CD-I discs. 


CD-I track A data track containing only mode 2 sectors conforming to 
the CD-I specification. 


CD-master tape A master tape for Compact Disc, containing all the 
program information in the required digital format, and organized in the 
correct relationship. See CD mastering. Compare CD-tape master. 


CD-mastering In gramophone record production, mastering is the 
process of recording the information from a master tape on to the master 
disc. This same basic procedure applies to all Compact Discs 
(CD-Digital Audio, CD- Video, CD-ROM and CD-I) but with two major 
differences: 


* an additional ’pre-mastering’ stage is required to arrange and encode 
the information in the required Compact Disc format, including CIRC 
error detection and correction coding, subcode insertion and eight-to- 
fourteen modulation. 


the recording is ’cut’ by exposing a rotating master disc with a photo- 
sensitive coating to a laser beam modulated by the signal from the CD 
Tape Master, as it traverses the disc. 


In keeping with the microscopic dimensions associated with CD 
recording, the photosensitive coating is only one-tenth of a micron thick. 
It is deposited by centrifuging on an optically ground and polished glass 
disc to form a ’resist master’. 

After exposure, controlled photographic development produces a pattern 
of pits in the photoresist. To capture this pattern, and thus create a CD 
Glass Master Disc, silver is evaporated onto the pit pattern. 

From the glass master, replication moulds are made along conventional 
lines by nickel plating and discs are fabricated by injection or 
compression moulding. But the microscopic dimensions and the 


Appendix B: Glossary of terms 


requirement of optical read-out have demanded new materials, processes 
and techniques for stringent quality control. 


CD-ROM See Compact Disc-Read-Only Memory. 
CD-RTOS See Compact-Disc Real-time Operating System. 


CD-RTOS kernel The nucleus of CD-RTOS which is responsible for 
service request processing, memory management, system initialization, 
multitasking, input/output management and exception and interrupt 
processing. 


CD-tape master The tape used to produce the CD-disc master; a CD 
master tape with subcode cue code added. See CD mastering, cue code. 


CD track A separately-addressable section of a Compact Disc, normally 
carrying a self-contained piece of information. 


CD-Video Optical recording system extending the CD-DA standard 
with analog video. Discs may be 12 cm CDV singles, 20 cm EP 
(extended play) or 30 cm LP (long play) sizes. CD-Video is compatible 
with the earlier LaserVision standard, so that CD- Video players can play 
LaserVision discs, of both CLV and CAV types. 


CDV See CD-Video. 


CD-Video player Device specifically designed to play CD-Video and 
CD-DA discs. If provided with a digital output and control interface, 
can also be used in conjunction with a suitable signal processor, to read 
CD-ROM or CD-I discs. See also omni player. 


CD-V single 12 cm CD-Video disc carrying up to 6 minutes of video 
with digital stereo or 2-channel sound, plus 20 minutes of CD-DA sound. 


channel Data blocks within a real-time record can be labelled according 
to logical ’channels’ which can be selected in real time. It is by selecting 
these channels that the user can change audio, video and text sources 
during the playing of a real-time record. 


channelnumber A number assigned to pieces of information contained 
in the real-time record to facilitate the selection of such information. 


chroma key See color key. 


159 


160 CD-I: A Designer's Overview 


chrominance Information on hue and saturation (vividness) of an 
image. Expressed as U and V signals. Compare luminance. 


CIRC See Cross-Interleaved Reed-Solomon Code. 


clipping In computer graphics, to remove parts of a display that lie 
outside a selected area. In signal processing, a restriction on the peak 
amplitude of a waveform. 


CLUT See color look-up table 


CLUT animation In CD-I, a technique used to impart motion to graphic 
objects by repeatedly changing the data in the color look-up table. For 
CLUT coded images, the 256 values in the CLUT control the colors of 
the entire image, therefore, some simple animation effects are possible 
simply by redefining some or all of the CLUT contents as a function of 
time. 


CLV See constant linear velocity. 


color look-up table A table containing all the colors which may be used 
ina particular picture. Each entry is an absolute RGB value. The picture 
may then be encoded using the table addresses rather than the absolute 
values. 


combi player A CD-Video player. 


Compact Disc System for reproduction of high-density digital data from 
an optical disc. Originally conceived as a medium for high-fidelity 
music reproduction, for which Compact Disc-Digital Audio is now an 
accepted world standard. Because of the very high disc data storage 
capacity, Compact Disc is now being applied as a text/data medium for 
electronic publishing (CD-ROM) and a multiple-function (audio/ 
video/text/data) medium for interactive programs (CD-I). See Compact 
Disc-Digital Audio, Compact Disc-Interactive and Compact Disc-Read 
Only Memory. 


Compact Disc-Digital Audio Developed jointly by Philips and Sony, 
and launched in October 1982, Compact Disc-Digital Audio has 
revolutionized high fidelity recording with its pure sound reproduction, 
small size and immunity from surface scratching. 


The Compact Disc system records music, in the form of digital data, onto 
a light but robust 12 cm diameter disc, thereby virtually eliminating the 
problems of dynamic range, background noise, wow and flutter, and 


Appendix B: Glossary of terms 


other sound disturbances common to earlier sound recording systems. 
32-bit analog-to-digital conversion at a sampling rate of 44.1 kHz., in 
conjunction with CIRC (Cross Interleaved Reed-Solomon Code) error 
correction and EFM (Eight-to-Fourteen Modulation) a reproducable 
bandwidth of 10 Hz to 20 kHz within 0.2 dB, a signal to noise ratio of 
over 100 dB, a signal to noise ratio of over 100 dB, a dynamic range of 
over 95 dB and imperceptible wow and flutter. 

But the feature that distinguishes Compact Disc from other audio 
recording systems is the fact that it is based on optical recording 
technology. Optical recording was invented in the Philips Company’s 
research laboratories in Eindhoven, Holland in the late 1960s, and has 
formed the basis of a range of optical discs products. 


The principle behind optical recording is the use of a small laser to burn 
minute pits in an optically flat surface which is enclosed in a transparent 
sandwich disc construction. For playback the recorded surface is 
illuminated with a lower power laser. The light beam is concentrated onto 
the protected recording surface as the disc is rotated. Light is reflected 
from the recording surface, and passed to a photo sensor. The amount of 
light reflected from the disc surface changes depending on whether or 
not the beam is passing over a hole or pit made during the recording 
process. 

The pits, between 0,9 micron and 3.3 micron long and 0.6 micron wide, 
are recorded on a spiral track at a pitch of 1.6 micron, sixty times finer 
than the pitch of an LP record. The track is approximately 5 km long. 
The music recorded in a normal recording studio is encoded into the 
CD-DA format and used to drive a recording laser to produce a master 
disc. Mechanical stamper discs are produced from the original master, 
and copy discs are then pressed in quantity from these stampers in a 
specially developed replication process. 

The high recording density achievable with optical recording techniques 
results in over one hour of high quality sound recorded on one side of 
the disc, the other side being used only for the disc label. CD-DA discs 
are designed for playback at a constant linear velocity. This means that 
the speed at which the track is scanned by the laser pickup is a constant 
1.25 metres/sec. As a result, the speed of rotation of the disc changes as 
the disc is played. Play starts at the inside of the recording track, and runs 
outwards. As the music is played, the rotational speed of the disc drops 
from some 500 rpm at the beginning of the disc, to some 200 rps at the 
end. Apart from the main data channel via which the hi fi music is stored, 
an additional 8 sub-channels, with a much lower data capacity are also 
available for control and display purposes. These sub-channels, known 
as P,Q and R through W, are generally available to the recording studio. 
However, apart from the P and Q sub-channel, little use is made of these 
sub-channels in practice. While the R through W channels have in fact 


161 


162 CD-I: A Designer's Overview 


been specified for a simple graphics application, no sub-channel graphics 
decoders have as yet become generally available on the market. The disc 
surface is divided into three main portions. The lead-in area at the centre 
or start of the disc, the program area and the lead-out area at the outside 
of the disc. In the lead-in area, the Q sub-channel is used to store details 
of the contents of the disc. Up to 99 separate music tracks can be 
specified. A single track has a minimum duration of 4 seconds, and a 
maximum duration of 72 minutes (the whole disc). The location of each 
track on a given disc in terms of absolute time in minutes and seconds 
relative to the start of the program area of the disc, as well as the running 
time of each track, is defined in the Q sub-channel in the lead-in area. 
The P sub-channel carries a music flag for quick track finding using a 
simple decoder. 

The Compact Disc-Digital Audio Specification, also known as the Red 
Book, is available to paid-up licensees. This specification contains full 
details of the CD-DA system. See also CD mastering, Cross-Interleaved 
Reed-Solomon Code, Eight-to-Fourteen Modulation, Pulse Code 
Modulation. 


Compact Disc drive Device specifically designed to read digital data 
from CD-ROM or CD-I discs. CD-I drives can also play CD-DA discs. 


Compact Disc file manager A software module which handles I/O 
requests for the compact disc drive. Provides random access to files at 
the byte level through system calls. 


Compact Disc-Interactive The Compact Disc-Interactive standard 
specifies a multi-media, interactive information carrier that is mainly 
real-time audio- and video-driven, but also has text, binary data and 
computer program capabilities. It is both a media and a system 
specification, and defines what can be present on the disc, how it is coded 
and organized, and how disc/system compatibility can be maintained. 


Multi-application-based CD-I is targeted at the consumer electronic and 
institutional markets. It aims at satisfying a wide range of application 
demands for both these markets. 


From a technical point of view, CD-I is based on CD-ROM, but from a 
player/product point of view it is based on CD-DA. Like CD-DA, it is 
dependent on processor hardware, but unlike CD-DA or CD-ROM, it is 
also system-software dependent. The reasons for CD-I’s hardware and 
system-software dependence are motivated by, and based on, the 
real-time audio/video decoding and data-handling requirements that 
CD-I applications demand, as well as the requirement to maintain 
disc/system interchangeability in the same way that CD-DA does. In 


Appendix B: Glossary of terms 


practical terms, this means that any CD-I disc will be able to be played 
on any player, regardless of where in the world both were purchased. 
This latter point is achieved in the CD-I specification by defining a set 
of rules for a minimum level system called the Base Case, which must 
be observed by all discs. 


The CD-I specification also allows for mixing of CD-DA and CD-I tracks 
on CD-I discs, and requires CD-DA decoding hardware in CD-I systems. 


The CD-I specification is a complete standard that: (1)is applicable to 
the consumer market; (2) can be realized as a one-disc, interactive, 
multi-media content carrier (i.e. a CD-I disc) by various content 
providers (e.g. publishers, the audio-visual industry etc.); (3) is capable 
of being produced by the existing CD manufacturing facilities; (4) 
assures disc/system compatibility and is, for this reason, resistant to 
system variations. 


Satisfying all these customer requirements, and in so doing giving still 
higher performance levels for selected application areas, forms the basis 
for CD-I as an interactive multi-media carrier. 


Present and potential future CD-I applicatons can be categorized as 
follows: 


© Education and training 
© do-it-yourself 
° home learning 
interactive training 
reference books 
albums 
‘talking books’ 


° 
° 
° 
° 


Entertainment 

© ‘music plus’ (music with text, notes, pictures etc.) 
action games 

adventure games 

activity simulation 

‘edutainment’ 


oo Oo 80 


Creative leisure 

° drawing/painting 
° filming 

° composing 


Work at home/while travelling 
© document processing 
° information retrieval and analysis 


163 


164 CD-I: A Designer's Overview 


© While moving (e.g. in the car) 
° maps 
° navigation 
© tourist information 
° real-time animation 
° diagnostics 


Compact Disc player Device specifically designed to read CD-DA 
discs. If provided with digital output and control interface, can also be 
used, in conjunction with a suitable signal processor, to read CD-ROM 
or CD-I discs. 


Compact Disc-Read-Only Memory A natural derivative of Compact 
Disc-Digital Audio. Defined by Philips and Sony in 1985, the CD-ROM 
makes use of the identical physical characteristics - disc size, rotational 
speed and read-out mechanism, as well as the same disc mastering and 
replication processes as used for CD-Digital Audio. 

Where CD-ROM and CD-DA differ is in their application. Instead of a 
single, dedicated application namely hi fi music, the CD-ROM 
specification limits itself to defining the method by which data is stored 
on the disc, and no more. The nature of the data, and the purpose for 
which it is to be interpreted, is left to the information providers making 
use of the medium. The disc can be divided into tracks in the same manner 
as for CD-DA; indeed the specification foresees the possibility of 
combining CD-DA tracks with CD-ROM tracks on a single disc. 


CD-ROM makes use of the same CIRC error protection used in CD-DA 
as well as EFM (Eight-to-Fourteen Modulation). However, the data 
recorded on the disc is organized into sectors of 2352 bytes. Each sector 
is further subdivided. After 12 bytes of synchronization, and a 4-byte 
header to identify the address and nature, or mode, of the data in the 
block, the main User Data area follows, containing 2048 bytes of data. 
Following this area is a 288 byte long Auxiliary Data Area. 
Concerning the mode information, CD-ROM normally only uses mode 
1, where an additional level of error protection (EDC/ECC) is included 
in the Auxiliary Data Area to reduce the chance of error to less than a 
single bit per disc. Mode 2, also defined for CD-ROM, allocates the space 
used in mode 1 for error correction for recording additional user data. 
Mode 0 is used for CD-DA applications. The mode being used is fixed 
for the duration of a track. Details of the modes of all tracks are also held 
in the Q sub-channel in the lead-in area of each disc. 

The data rate from the disc is 175 kilobytes per second. This means 
175/2.352 = 75 sectors per second. The minimum length of each track is 
4 seconds, and a track contains a minimum of 300 sectors, each sector 
containing one 2048 byte block of user data in mode 1 and one 2336 byte 


Appendix B: Glossary of terms 


block of user data in mode 2. The total disc can contain 72 minutes of 
data, or in mode 1, (72 minutes) x (60 seconds) x (75 sectors) x (1 block) 
x (2048 bytes) = 663.5 megabytes of user information. This increases to 
756.8 megabytes for mode 2. A typical type A4 page contains some 4000 
bytes. Thus a CD-ROM mode 1 disc could contain over 165,000 pages 
of typed text. Of course this does not allow room for the necessary 
indexes to enable the data to be searched. 


There is a selection of CD-ROM drives on the market. A series of 
standard hardware interfaces are also available to connect CD-ROM 
drives to personal computers. 

CD-ROM is finding a well-defined place in the professional world for 
the distribution of bulk databases. Typical applications replace text based 
microfiche publishing, or on-line databases. In order to locate data on 
such a large-capacity disc as CD-ROM, personal computer versions of 
mainframe database retrieval software are normally used. Such software, 
adapted to the requirements of CD-ROM drives, used in conjunction with 
inverted files to identify the specific occurrence of each given word in 
the total database, can be used very effectively. Typical seek times of 3 
to 10 seconds are now quite normal for text-based data bases of several 
hundred megabytes. 


A further feature of CD-ROM is that the data is stored in digital form, 
and as such data retrieved from the disc can be reprocessed or re-edited 
by suitable word-processing software. 

During 1985 and 1986 an ad-hoc group of CD-ROM information 
providers and other related companies met to attempt to extend the basic 
CD-ROM specification to cover such matters as file structure, file 
directory index, and operating system. This group, known as the High 
Sierra Group after the hotel in Lake Tahoe where the group first met, has 
now completed its study, and recommendations have been passed to the 
appropriate standards committees (NISO and ECMA). While Philips and 
Sony as owners of the basic CD-ROM standard remained aware of the 
work of the High Sierra Group, and indeed provided comments and 
suggestions to the group, no attempt was made to update the basic 
specification with this additional input from the High Sierra Group. 


Compact Disc-Real-time Operating System CD-RTOS, the operating 
system used in CD-I, is specified so that the real-time capabilities of CD-I 
are usable, as far as possible, in a device-independent way. The features 
of CD-RTOS are that it: 


* isa multi-tasking operating system with real-time response, has a ver- 
satile modular design, and can be loaded into ROM. 


* supports a variety of arithmetic and I/O co-processors 


165 


166 CD-I: A Designer's Overview 


® is device-independent and interrupt-driven 
* can handle multi-level tree-structured disc directories 


® supports both byte-addressable random-access files and real- time fi- 
les and 


* is OS-9 compatible. 


CD-RTOS is composed of four major blocks: 


Libraries; these guarantee that the necessary specialized user library 
functions such as high-level access and data synchronization, as well 
as math, I/O and other functions are available in CD-I systems. One 
of the most important of these is synchronization. 


* CD-RTOS kernel; this is a customized version of the OS-9 kernel. 


Managers; these define the virtual device level for graphics, visuals, 
text, audio, CD control etc. The managers provide software support 
for graphics/visual devices, pointing devices, and the CD-I audio pro- 
cessing devices, as well as taking care of disc I/O and optimized disc 
access and reading. 


© Drivers; these are the interfaces between the virtual, i.e. hardware-in- 
dependent, level and the actual hardware used by various manufactu- 
rers in their CD-I systems. 


compatibility In Compact Disc, the extent to which different types of 
discs can be interpreted by different types of players or drives. For 
example, all CD-DA discs are fully compatible with all CD-DA players, 
so that any player can reproduce music from any disc regardless of 
manufacturer. 


compression A technique in which the amount of information used to 
present a specific image is reduced by eliminating redundant or 
unnecessary information. 


computer graphics Pictures created by computer programs. Standard 
drawing functions such as ’line’, ’circle’, etc. are normally used. 


concealment In digital signal processing, the hiding of errors e.g. by an 
interpolation scheme. 


concurrent (audio) channel Block multiplexed audio information. 
CD-I allows for up to 16 audio channnels to be recorded concurrently on 
the disc, so that by playing the disc several times and accessing different 
channels, extended playing time is obtained or by playing the disc once, 


Appendix B: Glossary of terms 


the same or related audio information may be obtained from parallel 
channels, e.g. the same information in a different language. 


configuration status descriptor Describes the configuration of a 
particular CD-I system. Composed of device status descriptors. 


constant angular velocity A disc rotation mode in which the disc always 
rotates at the same speed, so that the time of one revolution is always the 
same. 


constant linear velocity A disc rotation mode in which the discrotation 
speed changes as the read radius changes so that the linear reading speed 
i.e. the speed at which the read-out device scans the track, is always the 
same. Maximizes disc information storage capacity. 


content provider In CD-I, the writer, publisher or other party(ies) 
supplying information, usually copyrighted, for an application. 


CRC See cyclic redundancy check. 


Cross-Interleaved Reed-Solomon Code (CIRC) An error protection 
code specially developed for Compact Disc. It consists of two 
Reed-Solomon codes interleaved crosswise. 


CIRC makes it possible for a CD player decoder to detect and correct or 
conceal large burst errors. Errors up to 4000 data bits (2.5 mm of track) 
can be corrected. Errors up to 12,304 data bits can be concealed. 

The CIRC encoder uses 2 stages of encoding and 3 stages of interleaving. 
The 12 PCM audio samples (24 symbols) of one Compact Disc audio 
frame are fed in parallel to the first encoder. The second symbol of each 
audio sample is delayed by two symbols, so that the symbols of two 
successive frames are interleaved. The first encoder then adds 4 parity 
symbols, making 28 in all. 

These. 28 symbols are fed to the second encoder through delay lines of 
different lengths. The second encoder adds four more parity symbols, 
making 32 in all. Finally, alternative audio signals are delayed by one 
symbol. The total effect is to spread the symbols of one frame over eight 
frames. 


The two stages of CIRC encoding make it possible for the CIRC decoder 
in a CD player to correct two symbols in each received frame directly, 
or to correct four symbols in each received frame by erasure and 
calculation. Furthermore, it allows detection of up to 32 successive 
incorrect symbols so that interpolated values can be substituted. Because 
of the dispersion of symbols over 8 frames, up to 4000 wrong data bits 


167 


168 CD-I: A Designer's Overview 


can be corrected and up to 12,304 wrong data bits can be concealed. The 
final (1 symbol) delay provides protection against random errors. See 
also Compact Disc-Digital Audio, eight-to-fourteen modulation. 


CSD see configuration status descriptor 


cue code In Compact Disc, a code used in tape mastering. Recorded on 
audio track 1 of the CD-tape master, it contains the information necessary 
to generate subcode during disc mastering. See CD mastering. 


cursor plane A small graphical image plane that can be moved around 
the display or made invisible as required. It can be positioned at any 
position over the other planes. 


cut A basic effect in film and video editing which causes an image to 
appear, usually to replace a previous image. 


cut and paste An electronic technique for the manipulation of textual or 
pictorial information on a display screen in a manner similar to the cut 
and paste technique used in editing such information on paper. 


CVBS Composite video broadcast signal. The standard form of color 
TV broadcast signal in which the intensity and relation of the red, green 
and blue components are represented by a luminance signal and a 
chrominance signal. 


cyclic redundancy check In Compact Disc, a separate error detection 
scheme for the Compact Disc subcode. 


DAT See Digital Audio Tape. 


data channel (1) In CD, a channel carrying data, as opposed to audio 
information. (2) In CD-ROM, a channel carrying mode 1 data. 


data driven action tagging In CD-I, the technique for identifying or 
tagging events on the different data streams (audio, video, text/data) so 
that they can be synchronized according to the requirements of the 
application program. 


data integrity The preservation, against loss or corruption, of programs 
or data for their intended purposes. 


data symbol An entity made up of n bits representing a value between 
Oand 2". 


Appendix B: Glossary of terms 


data track A track with information encoded as 8-bit wide symbols 
(bytes) organized in sectors. 


delta modulation In data communications, a form of differential PCM 
in which only 1 bit for each sample is used. 


delta pulse code modulation See delta modulation. 


delta-YUV A high-efficiency image-coding scheme for natural pictures 
used in CD-I. The delta coding takes advantage of the fact that there is 
a high correlation between adjacent pixel values, making it possible to 
encode only the differences between the absolute YU or Y V pixel values. 
This coding scheme is applied per line i.e. in one dimension. See YUV 
encoding. 


differential PCM In data communications, a version of pulse code 
modulation in which the difference in value between a sample and the 
previous sample is encoded. Fewer bits are thus required for 
transmission than under PCM. In CD-I, this technique is applied in video 
encoding as well as audio encoding. See adaptive delta pulse code 
modulation, delta YUV. 


digital audio tape Internationally agreed standard for digital audio tape 
recording. Digital Audio Tape cassettes, although noticeably smaller 
than Compact Cassettes, can record up to 2 hours of continuous digital 
quality sound. Recordings are made diagonally on tape by a twin rotary 
recording head. In a similar way to CD-DA discs, digital audio tape 
recordings incorporate CIRC error protection for high sound quality and 
long life. They also include a control and display subcode for highly 
convenient playback. 


digital magnetic tape Magnetic tape with a thin base layer for precision 
tape-head contact, and a high linear density (approximately 20 times that 
of analog tape) to accommodate the bit packing requirement of 20 kbits 
per inch. 


digital recording Recording audio or video signals in digital form. The 
level of the signal to be recorded is sampled at a rate at least double the 
highest frequency to be reproduced, and the instantaneous amplitude of 
the signal is quantized and stored in numerical or digital form. 


direct RGB coding Picture coding scheme used in CD-I for high-quality 
(e.g. modelled) graphics that can easily be changed by the user. Images 
are encoded on disc as red, green and blue components using 5 bits for 
each color plus one overlay or control bit. 


169 


170 CD-I: A Designer's Overview 


directly addressable sector A sector that may be addressed directly in 
terms of time and number of sectors from a given reference point - 
normally the start of the first data track on the disc. 


directory record A record describing one file in a directory. 


directory search method The method used to locate a specific file on 
the disc. This method allows any file to be opened using only one seek. 


disc bootstrap routine Optional routine on a CD-I disc to add or replace 
operating system capabilities in a Base Case system. 


disc interchangeability The ability to exchange discs between players 
of different manufacture. This is an essential feature of both CD-DA and 
CD-I. 


disc file protection mechanism A method of allowing multiple 
products to reside on a single CD-I disc and forcing the consumer to 
purchase each product before it can be used. 


disc label The information in the first track of a disc concerning the 
disc type and format, the status of the disc as a single entity or part of an 
album, the data size and the position of the file directory and boot 
modules. 


disc map The organization of data on magnetic tape as it will be on the 
CD disc. 


disc replication The production of copy discs from a master disc, usually 
for commercial distribution. 


disc storage Data storage on optical or magnetic disc, characterised by 
low cost and relatively fast data access, compared with tape storage. 


disc/system validation The procedure for checking the correct 
operation of a CD-I disc or a CD-I system using a ’reference’ CD- I 
system or ’reference’ CD-I disc respectively. 


display (1) Generally, a device for presentation of visual information 
which varies with time. (2) The visual image on the screen of a display 
unit or monitor. 


display controller Two-path device which takes pixel data from the 
two banks of RAM of a CD-I player and combines them to produce a 
single analog RGB video output. 


Appendix B: Glossary of terms 


display control program (DCP) A set of command codes are 
interpreted by the display hardware during either the horizontal or 
vertical retrace periods. The codes can be used to perform a variety of 
functions; background colors, entries for color look- up tables, display 
parameters, etc. 


display resolution The measure of the number of pixels, and thus the 
amount of detail, that a screen can display. 


display unit Synonymous with video display. 


dissolve The simultaneous fade-up of one image and fade-down of a 
second image. 


double-frequency scanning A method of scanning at twice the normal 
frequency so that double the number of lines can be shown within one 
frame, without the loss of quality or the line flicker of normal interlaced 
scanning. Improves the vertical resolution of the display. 


double resolution Twice as many pixels as a normal resolution image 
in the horizontal direction, but the same number in the vertical direction. 


double word A numeric entity comprising twice the number of bits 
contained in a normal computer word. For a 16-bit processor the double 


word is 32 bits wide; for a 32-bit processor it is 64 bits wide. Occupies 
two successive memory locations. 


DPCM See delta modulation. 


drawmap A block of memory allocated by the User Communications 
Manager to store image data. 


driver Distinguishes hardware-specific features of CD-I players and 
implements functions of file managers and isolates software for hardware 
functions. 

dynamic loading In CD-I, updating the contents of the color look-up 
table (CLUT) during the horizontal retrace period (up to 4 colors) or 
during the vertical retrace period (up to 256 colors). 

DYUV See delta YUV 


ECC See error correction code. 


EDC See error detection code. 


171 


172 CD-l: A Designer's Overview 


EFM See eight-to-fourteen modulation. 


eight-to-fourteen modulation In Compact Disc, the pulse code 
modulated signal produced by analog-to-digital conversion is a simple 
non-return-to-zero bit stream of 1s and Os. It is not self-clocking, and 
there is no restriction on Run-Length. (The number of successive 1s and 
Os). To record this signal directly on to the disc would not only be 
inefficient in terms of disc storage capacity. It would also make playback 
very difficult, if not impossible. 

Eight-to-Fourteen Modulation (EFM) is therefore applied, to produce a 
signal format suitable for recording. EFM imposes a minimum 
Run-Length of 3 bits and a maximum Run-Length of 11 bits. It also 
changes the signal into a non-return-to-zero inverted bit stream, in which 
a 1 is represented by a transition, and a 0 by no transition. Finally, EFM 
introduces a unique synchronization pattern to each frame of audio 
information. 

EFM greatly reduces the number of transitions for the same amount of 
data. This means that the data can be read more reliably, with much less 
risk of interference between symbols. It also means that 25% more data 
can be recorded on the same disc area. At the same time, EFM ensures 
that there are always enough transitions to allow bit clock regeneration 
in the Compact Disc player. The data is thus made self-clocking. 


EFM also minimizes the difference between the number of 1s and the 
number of Os in the bit stream. This suppresses low frequency 
components which could otherwise interfere with the player’s focussing, 
tracking and motor control servos. 

Finally, the synchronization pattern allows each frame to be recognized. 
This is essential, particularly for error correction and subcode separation. 
EFM changes each 8-bit symbol in the signal into a 14-bit symbol. The 
14-bit symbols all have a minimum of 3 anda maximum of 11 successive 
Os. 256 such symbols are needed to match all the possible 8-bit 
combinations. (In fact 267 14-bit symbols meet this requirement; 11 are 
not used). The 256 14-bit symbols form a look-up table held ina RAM. 
The Run-Length conditions must be maintained between symbols as well 
as within them. This is achieved by inserting two merging bits. A third 
merging bit maintains the balance between the number of 1s and Os in 
the bit stream. 


Thus, each 8-bit symbol becomes a 17-bit symbol (14 +3). The 
synchronization pattern consists of 24 bits, and is uniquely identifiable. 
It, too, has 3 merging bits. 

An eight-to-fourteen modulated audio frame is composed of 33 
seventeen-bit symbols (24 audio, 8 parity and 1 subcode) plus a 27-bit 
synchronization pattern; a total of 588 ‘channel bits’. This is the signal 


Appendix B: Glossary of terms 


written on to the disc, where each 1 is represented by the beginning or 
end of a pit. See also Compact Disc-Digital Audio, pulse code 
modulation. 


electronic publishing A generic term for the distribution of infor- 
mation on computer databases linked by communication networks. 
Videotex is an example of this method of publishing. 


electronic storyboard An electronic version of a storyboard, usually in 
the form of computer software program, used in the development of 
among other things, a CD-I disc design. 


end-of-file bit A bit in the submode byte of the subheader that is set to 
1 for the last sector of a real-time file 


end-of-record bit A bit in the submode byte of the subheader that is set 
to 1 for the last sector of a real-time record. 


EOF-bit See end-of-file bit 
EOR-bit See end-of-record bit 


erasable optical disc Research into erasable media suitable for use in 
optical discs has been under way for some time at Philips Research 
Laboratories and elsewhere. Two main technologies have so far 
emerged. The first of these uses a technique known as magneto-optical 
recording, and erasable optical discs have been produced experimentally. 
Writing and reading depend on the physical effects of small, 
reverse-polarised magnetic domains in a thin polarized magnetic layer. 
Writing is performed by reversing the polarization of the domain, while 
under the influence of an external magnetic field, by heating it above the 
compensation point temperature with a short laser pulse. Reading is 
performed by measuring the Kerr effect, which rotates polarized light 
when it is reflected under the influence of a magnetic field. 


The second method under investigation uses the inherant difference in 
reflectivity of the crystalline form and non- crystalline (amorphous) form 
of the same material as a starting point. The information is recorded by 
rapidly heating small areas in a thin layer of crystalline material to 
slightly above its melting point with a fairly powerful laser beam. These 
small areas then solidify (the ’supercooled phase’). This produces 
amorphous areas in a crystalline material and these can be detected 
optically by the variation in reflectance. The differences in reflectivity 
are quite sufficient for digital readout and sufficiently wéll defined for 
the reproduction of analog video signals. 


173 


174 CD-I: A Designer's Overview 


Because the crystalline form of materials is the most stable, all materials 
tend to change into this phase. This effect can be used to erase 
information on the disc. Heating to just below the melting point with a 
laser beam will return the material to its fully crystalline state. 

As a result of research work into amorphous-crystallinematerials, 
gallium antimonide and indium antimonide were discovered as suitable 
materials during the course of 1986. 

These materials have a long shelf life, and are insensitive to ordinary 
ambient temperatures and to humidity. Information can be erased and 
re-recorded about a thousand times, which is quite sufficient for 
consumer applications. 

Research into these possibilities for erasable optical recording continues. 
Improvements in the signal-to-noise ratio can be expected, as well as the 
number of times that information can be erased and rerecorded. 


error concealment A variety of techniques used in concealing errors in 
visual images displayed from a CD-I disc. 


error correction Identification and correction of errors arising in the 
transfer of information. Used extensively in computer storage media 
such as Compact Discs. See Cross-Interleaved Reed-Solomon Code, 
cyclic redundancy check, error correction code, error detection code. 


error correction code (1) In computing and communications, a code 
designed to detect an error, in a word or character, identify the incorrect 
bit and replace it with the correct one. (2) An error correction code used 
in CD-ROM and CD-I to achieve high data integrity. See form 1, mode 
1. 


error detection code (1) In computing and communications, a code 
designed to detect, but not correct, an error in a word or character. (2) 
An error detection code used in CD-ROM and CD-I to achieve high data 
integrity. See form 1, mode 1. 


executable code A set of instructions, or a computer program, in the 
machine language for a specific computer or microprocesor, and which 
can be executed, or run, directly. 


executable object code The output from a compiler’s or assembler’s 
linkage editor or linker, which is in the machine code for a particular 
processor, with each loadable program being one named file (module). 
In CD-I, such an object file does not contain audio or video data. See 
executable code. 


Appendix B: Glossary of terms 


extended disc In CD-I, a hypothetical disc that can exercise all the: 


capabilities of an ‘extended’ system as defined by the CD-I extended’ 
system specification. The Base Case specification is a subset of the 
‘extended’ system specification. 


extended system In CD-I, a system conforming to Base Case 
specification, plus any extensions that conform to the ’extended’ CD-I 
system specification. 


extension (1) In CD-I, an upward compatible module to replace an 
existing system module in ROM. During initialization, all modules in 
CD-RTOS (except the protection modules) may be replaced by extended 
modules which have revision numbers higher than the ones they replace. 
(2) In CD-I, a hardware module supporting a functional extension 
conforming to the CD-I ’extended’ system specification. During 
initialization, CD-RTOS identifies the extension and includes the 
software modules from it. 


fade A gradual decrease (fade-out) or increase (fade-in) of the brightness 
of an image, or the volume of an audio signal. 


field control table A one-dimensional array of instructions which are 
carried out before the start of each field. 


file A collection of logically related records identifyable in a directory. 


file descriptor record A sector found in all CD-I files, containing a list 
of the data segments, their starting logical sector number, size and file 
attributes. Needed to access files on a disc. 


file manager In CD-I, a system software module which handles I/O 
requests for the CD drive. Provides random access to files at the byte 
level through system calls. 


file structure volume descriptor Record of the Disc Label describing 
all necessary items related to the files or parts of the files recorded on the 
volume. 


file protection A mechanism whereby access to information in a given 
file is resticted to those possessing the valid access key. 


flowchart A chart indicating the interactive and pseudo-linear structure 
of the disc. 


175 


176 CD-I: A Designer's Overview 


form bit Bit in the submode byte of the subheader field defining the 
data form (Form 1 or Form 2) for the sector. 


form 1 The CD-I sector format with EDC/ECC error detection and 
correction. Equivalent to CD-ROM mode 1, but with the form identity 
included in a sub-header to permit interleaving of form 1 and form 2 
sectors to meet the requirements of real-time operation. 


form 2 The CD-I sector format with an auxiliary data field instead of 
EDC/ECC error detection and correction. Equivalent to CD-ROM mode 
2, but with the form identity included in a sub-header to permit 
interleaving of form 1 and form 2 sectors to meet the requirements of 
real-time operation. 


frame (1) In computing the array of bits across the width of magnetic 
or paper tape. (2) An individual picture on a film, filmstrip or videotape. 
(3) A single television tube picture scan combining interlaced 
information. (4) In videotex, a page of data displayed on a terminal. (5) 
In CD-DA, one complete pattern of digital audio information, 
comprising 6 PCM stereo samples, with CIRC and one subcode symbol, 
eight-to-fourteen modulated, with a synchronization pattern. 


frame grabber (1) In recording, an electronic technique for storing and 
regenerating a video frame from a helical video tape signal. This method 
avoids the need for the continuous -head to tape contact that would 
otherwise be required in freeze frame operation. (2) An electronic device 
for extracting a complete frame from a video signal and storing it in 
memory for further processing. 


full-motion video Not a design option in full screen for CD-I at this 
time. However, a combination of the video bit set to 1, form bit set to 0 
and real-time sector bit set to 1 is reserved for full-screen full-motion 
video. 


genlock A capability planned for CDI-X in which the background plane 
will be synchronized to an external video source, allowing the CD-I 
application to interact with external video information. 


glass master An optical master disc produced by exposing a 
photosensitive coating on a glass substrate to a laser beam, then 
developing the exposed coating and covering it with a silver coating. See 
CD-disc master, CD mastering. 


global dissolve A dissolve affecting the whole of a video picture. 
Compare local dissolve. 


Appendix B: Glossary of terms 


global fade A fade affecting the whole of a video picture. Compare local 
fade. 


global search A search operation performed on a complete file or 
database. Compare local search. 


glyph The bitmap image for a symbol. For example, the bitmap image 
of the letter "a" is the glyph for the letter "a". 


graceful degradation In CD-I, degradation of audio or video quality 
due to increasing error content. 


granulation An effect whereby the resolution of an image changes 
without its size altering. It is produced by a combination of pixel hold 
and line hold functions. 


graphics cursor functions User Communications Manager functions 
which control the shape, size, color and position of the graphics cursor 
on the display screen. 


graphics drawing functions User Communications Manager func- 
tions which are used to draw images in drawmaps. 


group execute (file attribute bit) This bit of the attribute field of a 
directory record specifies that only users belonging to an identified group 
can execute the program contained in this file. 


group read (file attribute bit) This bit of the attribute field of a 
directory record specifies that only users belonging to an identified group 
can access this file. 


green book Informal name for the CD-I specification. 


hardware-dependent Of a system, dependent for its operation on a 
specific hardware configuration. 


header field In CD-ROM or CD-I, the second level of audio quality. A 
bandwidth of 17000 Hz is obtained using 8-bit ADPCM at a sampling 
frequency of 37.8 MHz. Comparable with LP record sound quality. See 
audio quality level. 


high resolution (1) The degree of detailed visual definition (800 x 600 
pixels) that gives readable 80 column text display. (2) In CD-I, a display 
resolution mode of 768 pixels (horizontal) by 560 pixels (vertical). 
Compare normal resolution, double resolution. 


177 


178 CD-l: A Designer's Overview 


High Sierra group An ad-hoc standards group set up to recommend 
compatible standards for CD-ROM. The group includes representatives 
from the hardware, software and publishing industries, and was named 
after the hotel in Lake Tahoe where it first met in the summer of 1985. 


horizontal line update The modification of all or part of a single line 
in a video image. 


horizontal retrace period Time during which the horizontal line scan 
on a TV screen returns to the beginning of the next line. 


hot spots Synonymous with active areas. 


hyper-media An extension of hyper-text incorporating cross-linked 
databases contained not only data in the form of text, but also in the form 
of music, voice, sound effects, graphics, as well as still and moving 
visuals. 


hyper-text A series of logically interlinked databases, where the 
information within one database can be logically cross-linked with the 
related information in another. 


icon Pictorial representation of an object in a graphic display. 


idea map An overview of a CD-I disc project in the form of a map-like 
structure, charting the relationships between individual elements making 
up the disc content, in such a way that the links between previously 
undefined elements can be established with a degree of confidence. 


ideogram Symbol or character conveying an idea, expression or part 
thereof (e.g. a Kanji character). 


image A full or reduced screen image, or a partial update or an irregular 
partial update. 


image plane A displayed image may be formed by the superimposition 
of a number of component pictures. Each of these constitutes an image 
The CD-I system has a maximum of four image planes including the 
cursor and backdrop planes. 


information area Synonymous with recorded area. 
information exchange protocol (IXP) A protocol for labelling and 


describing data on a CD-I disc which is used in the mastering process. 
This data describes the media type and encoding techniques, among other 


Appendix B: Glossary of terms 


characteristics. This data may also include other descriptions of the disc 
data which might be useful to the mastering facility. 


information carrier Any medium by which information is carried from 
its point of origin to its point of use, e.g. magnetic tape,Compact Disc, 
transmission line, broadcasting channel, or paper. 


input port An interface used for transferring information into a 
computer. See I/O port. 


insert module A module which, when inserted into an equipment or 
system, enables it to perform additional functions. 


intelligent player A CD player with additional computing facilities built 
in, enabling the player to interact with the user, or to operate under 
program control. CD-I players are intelligent players. 


interactive LaserVision A system which employs a LaserVision drive 
and a (micro)computer, either built-in or external, to run interactive 
programs from a CAV type LaserVision disc. 


interactive medium Medium which presents information in such a way 
that, by means of an application program, it is delivered in the course of 
a dialog with the user. The application program may also be included in 
the medium. Examples include Interactive LaserVision and CD-I. 


interactive mode Presentation of information in a sequence determined 
by a dialog between the information medium and the recipient. 
Compare linear mode. See interactive medium. 


interactive system A system capable of using an interactive medium to 
supply information to the user. 


interactive video (IV) Synonymous with interactive LaserVision. 


interlace A system of picture scanning using two fields, the lines of the 
second field being interposed between those of the first. Interlace 
scanning produces a higher level of detail while minimizing the flicker 
inherent with low refresh rates. 


interleaving In CD-I, the process of physically separating data so it can 
be retrieved at the rate required for processing the data. It involves the 
interspacing of sectors at intervals that correspond to the nature of the 
data. For audio, a regular interspaced pattern is used which depends on 
the audio quality level required. The subheader indicates the interleaving 


179 


180 CD-I: A Designer's Overview 


pattern at file, channel and data type levels. Blocks between consecutive 
audio blocks can be used for video or text data. 


International Standard Recording Code A code used by record 
manufacturers. Gives information about country of origin, owner, year 
of issue and serial number of individual music tracks. May optionally 
appear in CD-DA subcode. 


interpolation scheme A method of concealing errors. 


InVision A user interface toolkit developed by Microware. Most CD-I 
players will have InVision in ROM. 


I/O functions In CD-I, the transfer functions Read and Play which 
perform the physical transfer of data from the disc. 


1/O port An opening on a CD-I player or microcomputer enabling an 
external device to be connected for input/output operation. 


irregular updates One of the two types of partial updates available 
within CD-I, where the area to be updated is irregular in shape. 


ISRC See International Standard Recording Code. 


ISO 646 International Standard specifying the 7-bit coded character set 
for information interchange. 


ISO 2022 International Standard specifying the methods (through shift 
function or escape sequences) to extend 7 or 8 bit coded character sets. 


ISO 2375 International Standard specifying the registration procedure 
of escape sequences used for code extension of a character set. It refers 
particularly to the International Register of coded character sets to be 
used with escape sequences. 


ISO 8859/1 The specification of the coded character set for Latin 
alphabet No. 1 used as the standard character set definition for CD-I 
machines. 

IV Interactive Video. Synonymous with interactive Laser Vision. 


IXP Information exchange protocol. 


kernel The nucleus of CD-RTOS. 


Appendix B: Glossary of terms 


keyboard input functions User Communications manager functions 
which are used to get character data from a keyboard device. 


LaserVision Optical video disc system developed by Philips for 
reproducing and 2-channel sound. 


lead-in area In CD, a track (number 0) on the disc preceding the program 
areas. Contains the table of contents. 


lead-out area In CD, a track (number $AA) on the disc following the 
program area. 


line control table A two-dimensional array of instructions, each row of 
which is associated with the displayed line. 


line hold, line repeat In the vertical direction, mosaic graphics are 
produced by holding and repeating lines. 


line multiplication A technique used in CD-I to make high-resolution 
line information compatible with a lower-resolution system. 


linear mode Presentation of information in a fixed sequence, un- 
influenced by the recipient. Compare interactive mode. 


line update The modification of single line, or part of a line, of graphics 
stored on a file. 


linker See linking loader. 
load time In video, the time taken to put acomplete picture on the screen. 


loadable program A single named file containing object code 
information used in CD-I. 


local dissolve A dissolve affecting a portion of the image. Compare 
global dissolve. 


local fade A fade affecting a portion of an image. Compare global fade. 


local search A search operation confined to part of a file or database. 
Compare global search. 


low resolution A degree of detailed visual definition below the 400 x 
300 pixels presented by normal domestic color TV sets. Compare normal 
resolution, double resolution, high resolution. 


181 


182 CD-I: A Designer's Overview 


luminance The measured radiance of a light source expressed by Y 
signals. Compare chrominance. 


LV See LaserVision. 


master disc An original disc, from which copies can be made by a 
replication process. See CD Disc master. 


mastering In optical disc, the production of the master disc. 


main channel address The address in time, seconds and sector numbers 
on the main channel of a given sector. 


matte An area on an image plane which is made transparent, permitting 
the image behind it to show through. A matte can also be defined so that 
the area itself remains visible, while everything around becomes 
transparent. 


media palette In CD-I, the available range of technology functions for 
storing information on a CD-I disc, for use in a range of specific design 
applications. 


memory module A named block of executable program statements or 
data that can be loaded by CD-RTOS into memory. 


metal father A recording mould formed by nickel plating on a master 
disc. Can be used directly for replication, or as the basis for the 
production, by two further stages of plating, of stampers for large- 
quantity production. 


menu-driven The course of events in an application program, inter- 
actively controlled by means of menu selections. 


message sector Sector containing caution encoded as CD-DA audio 
data to warn the user of a CD-DA player to lower the volume. 


mid fi quality In CD-I, the third level of audio quality. A bandwidth of 
12000 Hz is obtained by using 4-bit ADPCM at a sampling rate of 37.7 
kHz. Comparable with FM broadcast sound quality. See audio quality 
level. 


mix The combination of two (or more) images into a single image. 


mode 1 One of the two physical sector formats defined for CD-ROM. 
Incorporates EDC/ECC error detection and correction. 


Appendix B: Glossary of terms 


mode 2 One of the two physical formats defined for CD-ROM. 
Incorporates an auxiliary data field instead of EDC/ECC error detection 
and correction. 


mode byte In CD-ROM, the byte in the header field of a sector that 
defines whether a sector is mode 1, mode 2 or mode FF. 


mode FF [XP information 


mosaic graphics In CD-I, low-resolution graphics achieved by repeating 
pixels or lines by a certain factor. 


mother In disc replication, anegative mould intermediate between metal 
father and stamper. Formed by nickel plating on the metal father. See 
metal father. 


multiplane A video image in which various different pictures are 
overlaid one on top of the other. 


natural images Pictures which are photographic in nature and appear 
realistic. 


natural pictures See natural images. 


near-instantaneous compression Compression performed quickly 
enough to have no perceptible effect on the timing of the presentation of 
the information concerned. 


new media Media now becoming available, or envisaged as becoming 
available, for mass information presentation. 


non-linear quantization Quantization using steps of different sizes, to 
distribute the steps more efficiently over the dynamic range. Takes 
advantage of the fact that quantization errors are less perceptible when 
signal changes are large. 


non volatile random access memory Memory able to retain its contents 
when the main power to the unit is removed. 


normal resolution In CD-I, a display resolution mode of 384 horizontal 
pixels by 280 vertical pixels. The lowest resolution picture defined in 
the CD-I system. Compare low resolution, high resolution, double 
resolution. 


NV-RAM Non volatile random access memory. 


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184 CD-I: A Designer's Overview 


omni player A CD-Video player that will play CD-I discs. 


object code The code of a user’s program after it has been translated by 
means of an assembler or a compiler. 


odd/even line separation When error concealment is to be used, the 
even and odd lines of an image are coded on a disc in separate sectors 
and are physically separated by interleaving so as to minimize the chance 
of an error occuring on adjacent lines. 


on-board Additional or supporting function incorporated into a 
printed-circuit board or within the housing of an equipment. 


one dimensional Run-Length coding A picture coding technique in 
which pixel data is compressed using Run-Length coding in the 
horizontal direction only. 


optical digital disc An optical disc in which information is stored 
digitally. 


optical disc A disc in which information is impressed as a series of pits 
in a flat surface, and is read out by optical means, i.e. by a laser. 


optical input In optical media, the light signal before it is converted into 
an electrical signal. 


optical medium Medium employing optics for the storage and 
distribution of information. 


optical recording The recording of information in such a way that it can 
be read by a beam of light. Modern optical recording technology is almost 
entirely concentrated on the use of low-power lasers to write and read 
information on optical discs. Optical discs can carry very large amounts 
of information per unit volume. They are highly resistant to damage and 
immune to electromagnetic influences. Access to information is fast and 
error rates can be made very low. Laser read-out completely eliminates 
wear during use. 


DOR Digital Optical Recording systems can write and read digital data 
(though at present without any erasure facility). Their principal 
application is in large-scale archiving. 


Rapid developments are being made in read-only optical recording 
systems, which include CD-DA, CD-ROM and CD-I. 


Appendix B: Glossary of terms 


optical storage Storage of information in such a way that it can be read 
using optics. Characterised by very high storage density. 


optical technology Technology based on the use of optical effects for 
the transmission or storage of information. 


OS-9 The real-time operating system which forms the basis for the CD-I 
operating system CD-RTOS. 


output port An interface used for transferring information out of a 
computer. See I/O port. 


overlay The process of superimposing image planes in a given visual 
image. 


overlay control In CD-I, the mechanism which controls transparency 
between planes. 


overscan Extending the deflection of the electron beam of a cathode ray 
tube (CRT) is made-to extend beyond the usable physical dimensions of 
the screen. In this way images will always fill the visible part of the 
display screen. 


owner execute (file attribute bit) This bit of the attribute field of a 
directory record if set to one specifies that only the user identified as 
“owner” of the file can execute the program contained in this file. 


owner read (file attribute bit) This bit of the attribute field of a directory 
record specifies that only the user identified as "owner" of the file can 
access this file. 


palette A range of colors. In CD-I, a palette is used by the User 
Communications Manager to support the color look-up table. The 
maximum size of the palette at any instant in time is 256 colors, with the 
red, green and blue components each defined to 8-bit accuracy. See 
media palette. 


panning The distribution of a mono signal between left and right audio 
channels. 


parent directory A directory which contains sub-directories. 


partial update New image data written to part of a picture that is 
currently being displayed. 


185 


186 CD-I: A Designer's Overview 


path descriptor A data structure used to represent an open file; each 
open file is associated with a path descriptor. 


path table Table or index used for directory search. Describes an entire 
directory structure on a disc. Permits any file on the disc to be opened 
using only one search. 


P channel One of the eight Compact Disc subcode channels (P-W). The 
P channel carries the music flag, indicating presence of absence of a 
music track. 


PCM See pulse code modulation. 


PCM audio (1) A pulse-code-modulated audio signal. (2) In CD-DA the 
audio signal after the first stage of encoding i.e. a multiplexed signal with 
six 32-bit stereo samples in each audio frame. 


photosensor Any device for converting light into an electrical signal. 
picture element Synonymous with pixel. 


Pixel The smallest element on an image which can be manipulated or 
identified. Synonymous with picture element. 


pixel aspect ratio The ratio of width to height of a displayed pixel. 
Ideally this should be 1:1. 


pixel hold Method used to reduce resolution. This function operates 
after the pixel codes have been decoded to RGB. 


pixel pairing Pixel pairing occurs in 3-bit run-coded images and 4-bit 
CLUT encoded pictures. Two pixels are put together to make up one 
byte, and are then regarded for most purposes (e.g. the length of the run 
in run-coded pictures) as a single unit. 


pixel repeat A visual effect function that repeats pixel values from an 
image memory to produce horizontal magnification. Used in RGB 5:5:5 
and CLUT image decoding. 


plane See image plane. 
play control block A data structure indicating what information is to be 


accessed on the disc for the current or next real-time record play function 
of the compact disc file manager. 


Appendix B: Glossary of terms 


play control list A structure list that controls the destination of the data. 


players default character set Set of characters selected by the current 
user of the player when a disc is initially accessed. For CD-I this 
conforms to ISO/DIS 8859/1. 


prediction filters The filters used in ADPCM encoding to achieve 
effective response to audio frequency distribution fluctuations. 


pre-mastering The stage between authoring and mastering. 
program carrier Material or device to carry or store a program. 


program area The area of a Compact Disc containing the program and 
consisting of a maximum of 99 audio or data tracks. 


program related data Data in the form of executable object code to be 
read and processed by the CD-I MPU. 


programmable sound generator Audio signal generator with an 
integrated microprocessor to control the output signal according to a 
program set up by the user. 


pulse code modulation (PCM) A technique for converting analog 
information into CD-DA digital form. The analog signal is sampled at 
arate equal to at least twice the maximum signal frequency component, 
and the sampled value is represented by afixed length binary number. 
This number is then transmitted as a corresponding set of pulses. 


Q channel One of the eight Compact Disc subcode channels (P-W). The 
Q channel carries the main control and display information. It identifies 
tracks, indexes and running times, and the absolute playing time of the 
disc. It also indicates whether the recorded information is audio or data, 
whether pre-emphasis is applied and whether digital copying is 
permitted. It can also indicate 2 or 4 channel audio, should 4-channel 
audio be introduced. Optionally, it can include a disc catalog number and 
ISRC information. Finally, it includes its own CRC (cyclic redundancy 
check). 


QHY See quantized high Y. 


QHY quantization levels The QHY difference values, which need to 
be added to the normal resolution quantities to generate a pseudo-high 
resolution image, are 8-bit quantities varying between 0 and 255. Eight 
values are chosen from these 256 possible quantities. Each difference 


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188 CD-I: A Designer's Overview 


value is then made equal to the nearest of these eight, and a three bit 
number is used to represent it. The eight chosen values are known as 
quantization levels. 


quantize To assign one of a fixed set of values to an analog signal as 
part of an analog to digital conversion process e.g. in pulse code 
modulation, an analog signal is sampled, quantized and a corresponding 
set of binary pulses is produced. See pulse code modulation. 


quantized high Y A coding technique used to reduce the quantity of 
data required to encode a high resolution type picture. A normal 
resolution DYUV image is recorded together with the data which needs 
to be added to it to turn the luminance (Y) of the picture to the equivalent 
of high resolution. The latter data further compressed is termed ’QHY’. 


quantizer A device or circuit which assigns fixed binary values to 
sampled analog signals in analog-to-digital conversion. 


quick disc Optical disc produced on very short delivery (normally 
during one working day) to a special requirement or for program 
validation prior to disc replication. 


RAM Random access memory. 


random access memory In computing, (1) a memory chip used with 
microprocessors, information can be read from, and written into, the 
memory but the contents are lost when the power supply is removed, (2) 
any form of storage in which the access time for any item of data is 
independent of the location of the data most recently obtained. 


random area update An area of any shape, updated as a succession of 
horizontal whole or partial line updates. 


random error In computing, a spontaneous bit error, usually not re- 
producible and independent of the data. This type of error is caused by 
device operation up to physical boundaries. 


raw sector A sector of information that includes the subheader, data and 
error correction information. 


read/write medium A medium that can be both written (record) and read 
(playback). Magnetic media can generally be written, read, erased and 
re-written repeatedly. Optical carriers are at present read-only, or write 
once, read many times (WORM). Erasable optical discs are the subject 
of intensive research. 


Appendix B: Glossary of terms 


read error An error in the reading of data from a storage medium. 


real-time control area Disc sector preceding some real-time records 
that contains all control data and specific instructions for playback. 


real-time data In CD-I, data taken directly from the disc, whose flow 
cannot be interrupted or stopped within the bounds of a real-time record. 


real-time file A file containing at least one real-time record. 


real-time interactive system An interactive system which responds to 
events directly as they occur, i.e. in real-time. CD-I is a real-time 
interactive system. 


real-time operating system An operating system that functions within 
the constraints of real-time, e.g. CD-RTOS, the OS-9-based operating 
system of CD-I. Such an operating system is essential for full 
interactivity. 


real-time record In CD-I, the smallest amount of real-time data that can 
be randomly accessed. A logical record in a CD-I file containing audio, 
video, and/or computer data that must be retrieved from a CD-I disc ata 
precise rate. 


real-time record interpreter A trap-handler module which an 
application can use to assist in the playback of real-time records. 


real-time sector In CD-I, a sector with the real-time bit set. The data in 
this sector must be processed without interrupting the real-time 
behaviour of the CD-I system. 


record The logical component(s) of a file. 


recorded area The total area of the recording on a Compact Disc 
including the lead-in area, the program area and the lead-out area. 


rectangular update One of the two types of partial updates available 
within CD-I, where the area to be updated is in rectangular form. 


red book Informal name for the CD - DA specification. 
reduced resolution The magnification effect produced by pixel and line 


repeat may be used to produce a low resolution image allowing fast 
update from the disc of a larger than normal screen area. This is an 


189 


190 CD-Il: A Designer's Overview 


alternative to animation, like Run-Length compression, which may be 
chosen for specific applications. 


reduced screen display A display consisting of the safety area 
surrounded by an appropriate border. 


refresh rate The frequency with which new visual information can be 
put up on a screen. 


region A software mechanism in the User Communications Manager 
which is used to limit the area of drawing in a drawmap, and to set up 
mattes. 


region generation In video, an overlay technique defining the overlay 
area separate from the image contents. 


replication The production of copies from a master, usually for 
commercial distribution. 


retrieval The process of searching for, locating and reading out data. 


RGB encoding A video encoding technique which transforms the red, 
blue and green components of a video signal into a PCM signal. 


RGB (5:5:5) One of the video encoding techniques used for images in 
CD-I. For each pixel the colors (red, green and blue) are each quantized 
and represented by 5 bits of information, giving 32 levels of intensity 
from one extreme value to the other. See also absolute RGB components. 


ROM sce read-only memory 


root directory The highest level directory contained on a disc. A root 
directory must reside on every CD-I disc. 


RL See Run-Length. 
RLE See Run-Length (en)coding. 


rotational latency The time taken for the disc to rotate under the read 
head until the required block becomes available for reading. 


RTCA See real-time control area. 


RTOS See real-time operating system. 


Appendix B: Glossary of terms 


RTR See real-time record. 
RTRI See real-time record interpreter. 
Run-Length In a data stream, the number of bits between transitions. 


Run-Length (en)coding A picture data compression technique which 
uses two-byte codes. The first byte identifies color, and the second byte 
tells the decoder how many pixels are to be of this color. 


running time In CD-DA, the time that an audio track has been running. 
Included in the subcode and thus available for display during playback. 


safety area That part of an image (expressed in terms of pixel 
coordinates) that is guaranteed to be displayed despite all tolerance 
values that can occur in monitors and TV sets. 


sample rate converter Unit which converts the sampling rate of a 
digital audio signal. 


SAT Stanford Achievement Test. Used by US Universities as a measure 
of eligibility for University entrance 


scan convertor A device used in presenting a non-interlaced picture on 
anormal TV screen containing the same number of lines as the original 
interlaced picture. See also double-frequency scanning. 


scrambling In CD-I, all data except for the data in the synchronization 
field is scrambled. The contents of a 15-bit shift register scrambler is 
EXOR-ed with the serial information bit by bit. 


scramble register A register used in the scrambling and descrambling 
process for all data in a CD-I sector. 


screen (1) Video display. (2) Displayed image 


scroll The repeated repositioning of a displayed image within a large 
image. Motion may be vertical, horizontal or a combination of the two. 


search program A program that searches a data file or database to find 
a keyword or key phrase supplied by an operator or another program. 
See retrieval. 


sector The smallest unit of absolutely addressable information in a 
CD-ROM or CD-I disc. A sector is 2352 bytes long containing a 


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192 CD-l: A Designer's Overview 


synchronization pattern, header field and digital data. It may also contain 
a sub-header and EDC/ECC error protection. See sector structure. 


sector address In CD-ROM and CD-I, the physical address of a sector 
expressed in minutes, seconds and sector number. Contained in the 
address part of the sector header. 


sector structure In CD-ROM and CD-I, the 2352 sequential bytes of a 
sector may be divided in one of four ways, depending on the system and 
the degree of data integrity required. See the accompanying table. 


CD-ROM and CD-I sector structure 


CD-ROM CD-I 

mode 1 mode2 form 1 form 2 
Synchronization 12 B 12B 12B 12B 
Header 4B 4B 4B 4B 
Subheader - - 8B 8B 
User Data 2048B 2336B 2048B 2324B 
EDC/ECC 288 B - 280 B - 


See form 1, form 2, mode 1, mode 2. 


seek The action of changing the location of a pointer and then finding 
the specified location. 


seek latency Delay between a request for search action and arrival at the 
location sought. 


service request A request made of the kernel by an application to 
perform a specific activity. 


simulation A mock-up of how a CD-I application will play, using 
whatever hardware and software may be necessary. 


single-medium system In computers, a system architecture based on the 
use of a single medium which carries all the software needed for a given 
application. In CD-I for example, all the program data (video, sound, 
text and computer), application and driver software is held on the CD-I 
disc itself. Only the basic operating system kernel is stored - in ROM in 
the base case CD-I player - external to the disc. 


Appendix B: Glossary of terms 


sleep A process execution state where the process will be inactive until 
a specific amount of time has passed or an interrupt is received. 


sound attribute In CD-I, a particular property assigned to all or part of 
the sound information e.g. language, bandwidth. 


sound group In CD-I, part of the user data field in an ADPCM audio 
sector. Contains four sound units, each consisting of four identical sound 
parameter bytes of 8-bits and 28 data bytes. Each ADPCM audio sector 
has 18 sound groups. 


sound macro A predefined sound or sound sequence stored in computer 
form. 


sounding Memory area that preloads audio data from disc. 


soundmap A memory area allocated by UCM for storage of ADPCM 
audio data. 


sound parameters Filter and range values describing the character- 
istics of a sound group. 


sound quality level Four levels of audio quality are defined. These are 
CD-Digital Audio with a bandwidth of 20 kHz and 16-bit sampling, CD-I 
Level A, 17 kHz bandwidth with 8-bit sampling, Level B, 17 kHz 
bandwidth with 4-bit sampling and Level C, 8.5 kHz bandwidth with 
4-bit sampling. 


sound unit A unit consisting of sound parameters and sound data bytes. 


spatial correlation A characteristic of visual images that there is a high 
degree of similarity between two adjacent images in a sequence of given 
images. 


speech quality In CD-I, the fourth level of audio quality. A bandwidth 
of 8.5 kHz is obtained using 4-bit ADPCM at a sampling frequency of 
18.9 kHz. Comparable with AM broadcast sound quality. See audio 
quality level. 


sprites Small images on a screen, movable under program control, and 
normally ranging from character sets or cursor shapes to specific patterns 
as in computer games. 


stamper A recording mould used to press gramophone records or optical 
discs. 


193 


194 CD-I: A Designer's Overview 


storage capacity The amount of data a particular store can accommo- 
date, generally specified in bytes. Storage can also be quantified in terms 
of the type of information stored. The over 660 MByte storage capacity 
of a Compact Disc, for example, can hold the data needed to reproduce 
over 160,000 pages of typed text, 72 minutes of the finest quality sound, 
or some 5000 video-quality natural pictures. 


medium storage capacity access 
capacity times 
(bytes per 
unit) 
RAM 64k...83MB <1 sec 
floppy disk 128kb...4MB 30msec 
hard disk SMB...200MB 30msec 
magnetic 2S5MB...1200MB minutes 
tape 
Compact Disc 650MB <1 sec 


straight PCM mode In ADPCM, the PCM mode used as predictor for 
signals having high frequency characteristics. 


subcode channel In Compact Disc, one of eight sub-channels, referred 
to as P to W, which exist in parallel to the main channel. They are used 
for control and display information. 


subheader In CD-I, a field indicating the nature of the data in a sector, 
thus allowing real-time interactive operation. See sector structure, 
synchronization. The field defines file number, channel number, 
submode and coding information. The subheader can be thought of as a 
series of real-time switches that reduce load on the microprocessor and 
co-processors and save decoding time. 


submode byte The submode byte defines global attributes of the sector. 


subscreen The horizontal portion of a single frame that can use different 
decoding and resolutions than other subscreens in the same plane. 


superimpose Place a computer-generated image over an image from 
another source. See overlay. 


switching overlay A technique in which every pixel in the displayed 
image is selected from one or other of the corresponding source images. 


Appendix B: Glossary of terms 


symbol In Compact Disc, the basic unit of digitized data, parity and 
subcode data. Initially 8 bits long, is expanded to 17 (143) bits by 
eight-to-fourteen modulation. 


synchronization The process of maintaining common timing and 
coordination between two or more operations, events or processes. In the 
CD-I system, featuring simultaneous pictorial, sound and text 
information, the synchronization of the various elements which form the 
total presentation is an essential task of the applications program, under 
the control of the CD-I operating system, CD-RTOS. 

The data stream from the disc, which carries the information to be 
interpreted by the CD-I player for presentation on the video screen and 
reproduction by the hi fi system, consists of a series of sectors. A 
subheader at the beginning of each sector, directly following the data 
stream synchronisation and header fields indicates to the CD-I 
controlling microprocessor the nature of the information in the user data 
block which directly follows the subheader information. This user data 
information can be part of the application program (or the boot or start-up 
information for the application). It can be data for interpretation by the 
video processor as pictorial information, or by the audio processor as 
audio information. Or it can be text or other program data to be 
interpreted by the main microprocessor. 

Based on the indication contained in the sub-header, the microprocessor 
switches the user data block to the appropriate circuit. 

It is then the task of the application program to instruct the micro- 
processor how to handle the information once it has passed through the 
relevant decoding process. In some cases, such as for CD-DA music 
tracks, the output data will be switched directly to the audio output 
channels. 

In the case of applications program or computing data, the information 
may well be stored in the main memory, while video data will pass to 
the video memory to build up a picture for later display. 

The synchronization function of the application then relates the various 
outputs from these data buffers to data coming directly from the 
appropriate decoding circuitry, to ensure that they are all presented in 
correct synchronization. 

In the example illustrated, the synchronization data control triggers the 
video memory to indicate when the picture transfer from the disc is 
complete, and then to pass the background picture of the clouds, house 
and earth to the screen. At the same time, the sound data representing 
rain is passed to audio channels. At the appropriate moment, the overlay 
of the lightning flash is triggered to the video output, and a short time 
later, the related sound of thunder is passed to the sound channels. 

A second example shows a cooking program, with the additional 
complexity of multilanguage text in synchronization with multilanguage 


195 


196 CD-I: A Designer's Overview 


speech. The other elements which make up the presentation - 
background, clock, smoke and a moving head and body - are all 
synchronized in a similar manner to the first example. 


synchronization field In CD-ROM and CD-I, the first 12 bytes of a 
sector containing synchronization information. 


synchronization primitives Low level mechanisms for use by 
application software to perform synchronization of the video, audio and 
data sectors with themselves. 


synchronization signals In CD-I, real-time software interrupts, often 
generated by a device driver during hardware interrupt processing when 
a predefined condition has been met. 


synthesis parameters The parameters used to regenerate audio 
information from data stored in a compressed or encoded format. 


system modules Program modules that are required for the CD-I 
system to function. These include the kernel, file managers and device 
drivers. 


system state A special state of the processor which allows execution 
of privileged instructions; synonymous with the "supervisor" state of the 
68000 family of microprocessors. File Managers and device drivers 
always execute in system state. 


system text In CD-ROM and CD-I, amessage processed by the operating 
system without the need to load and process any special text processing 
application program. 


table ofcontents Subcode information defining the sequential number, 
start, length and end times of tracks on a Compact Disc, together with 
their type, i.e. digital audio or data. The table of contents is contained in 
the Q sub-code channel of the lead-in area of all Compact Discs. 


TOC See table of contents. 


track (1)In recording and computing, a path along which data is 
recorded, on a continuous or rotational medium, e.g. magnetic tape, 
magnetic disc. In video recording the track is diagonal on the tape. In 
magnetic discs the data is recorded on a series of circular tracks. (2) In 
Compact Disc, a sequence of contiguous data, the beginning, length, 
mode and end of which are defined in the table of contents, which is held 
in the Q subcode channel of the lead-in area of the disc. The two types 


Appendix B: Glossary of terms 


of tracks currently defined are the CD-DA track according to the CD-DA 
specification and the data track according to the CD-ROM specification, 
which is also used in CD-I. In CD-DA the length of a track is related to 
playing times between 4 seconds and 74 minutes. 


tracking The following of a track by a readout or pick-up device. 


transition (1) In filming and video, change from one image to another. 
(2) In digital technology, change of state in a bit stream. 


transition area A short sequence of DYUV codes which have been 
pre-calculated to make the transition from the YUV values in the 
surrounding image just preceding a partial update to those at the left edge 
of the update proper. Each line of a partial update must similarly be 
terminated with a transition area. 


transparency bit In CD-I, a dedicated bit controlling overlay 
transparency in the cursor plane and the RGB (5:5:5) plane. 


transparency control The three transparency mechanisms used to 
control the display of superimposed image planes. 


treatment An overview of a proposed CD-I title, including information 
on the logistics involved in the title’s creation. 


trigger, trigger-bit A bit in the submode byte of the subheader that is 
interpreted by an application to cause synchronization of various events. 


U One of the two chrominance components of a video signal containing 
color information. 


UCM See User Communications Manager 


user application A program or related set of programs designed for the 
user of a system, rather than for programmers or service technicians. See 
applications software. 


user communications manager The CD-RTOS file manager which 
provides the software interface to the user and output devices on a CD-I 
player. 


user data In CD-ROM and CD-I, data supplied by an information 
provider for an application. As such, includes retrieval software, but not 
information the information provider may be required to supply to 
facilitate authoring. 


197 


198 CD-l: A Designer's Overview 


user data field In CD-ROM and CD-I, a 2048-byte-long portion of the 
data field in an addressable sector, dedicated to user data. 


user interface The interface through which the user and a system or 
computer communicate. Includes input and output devices such as a 
keyboard, a hand control, a touch pad, a touch screen, aprinter and a 
display, and also the software-controlled means by which the user is 
prompted to supply data needed by the application, and by which he is 
notified of his errors and how to correct them. 


user number A code or password by means of which an authorised user 
can gain access to acomputer or to stored information. For example, the 
PIN, or Personal Identification Number used for authorising bank 
transactions. 


user shell In computers, a program between the operating system and 
application program on the one hand, and the user on the other, to 
enhance the manner of information presentation and command. 


user state The state of the machine when user processes execute and 
user related requests can be processed. 


V One of the two chrominance components of a video signal containing 
color information. 


vertical retrace period Time during which the vertical field scan on a 
TV screen returns to the beginning of the next field. 


video data In CD-I, data related to one or more units of video information 
as encoded in DYUV, RGB (5:5:5), CLUT or Run-Length encoding 
techniques. 


video data sequence The basic unit of image data loaded by a command 
in the real-time control area (RTCA). It typically contains the pixel data 
for an image or a partial update to an image. 


video error concealment In digital video, a technique to reduce the 
visual effect of disturbances arising from erroneous video data. 


video input-output The facility for video input as well as output from a 
computer. With frame grabbing, for example, video signals can be input 
to the computer for additional processing, and then output to the display. 
See frame grabber. 


Appendix B: Glossary of terms 


video quality level The reproduction quality of a video signal. CD-I 
provides for four video quality levels viz. natural pictures, RGB (5:5:5) 
graphics, CLUT graphics and Run-Length-coded animation. 


visual effects function In CD-I, one of the set of functions, such as signal 
mixing and color palette control, used to achieve visual effects. 


voice grade audio information Audio information ofa quality sufficient 
for reproducing the human voice, normally having a bandwidth of 4-8 
kilohertz. See speech quality. 


volume A disc that forms part of a set, or album. 


volume identifier Field of the File Structure Volume Descriptor 
identifying the name of the CD-I disc (volume) 


wipe The replacement of one image by another during a period of time 
by the motion of a boundary separating the visual parts of the two images. 


world disc A CD-I disc on which the video data is encoded in such a 
way that it can be played and displayed on any CD-I player, irrespective 
of 525 or 625 line TV standard. 


world execute (file attribute bit) This bit of the attribute field of a 
directory record if set to one specifies that any user can execute this file. 


world read (file attribute bit) This bit of the attribute field of a 
directory record if set to one specifies that any user can access this file. 


WORM See write-once, read-many(-times) medium. 


write-once medium Medium on which data, once written, cannot be 
erased to permit re-writing e.g. card, paper tape and DOR optical disc. 


write-once, read-many (times) medium Synonymous with write-once 
medium. 


write/read medium See read/write medium. 


X-Y device Input device for entering X and Y coordinates, mainly used 
for accurate cursor positioning. 


Y component The luminance or brightness component of a video 
signal. 


199 


200 CD-I: A Designer's Overview 


yellow book Informal name for the CD-ROM specification. 


YUV In video, symbol denoting the luminance signal (Y) and the two 
chrominance signals (U and V). See YUV encoding. 


YUV encoding A video encoding scheme taking advantage of the human 
eye’s reduced sensitivity to color variations as opposed to intensity 
variations. In each picture line, the luminance (Y) information is encoded 
at full bandwidth, while on alternative lines the chrominance (U and V) 
signals are encoded at half bandwidth. 


zoom In video and photography the facility to enlarge, (zoom-in) or 
diminish (zoom-out) the area of interest in an image. 


Appendix C: Introduction to CD-RTOS and Invision 201 


APPENDIX C: INTRODUCTION TO CD-RTOS 
AND INVISION 


CD-RTOS is the operating system component of the CD-I system. It 
stands between application programs and the details of the hardware. If 
there are several programs running at once, it insulates them from one 
another. 


CD-I is new, but CD-RTOS is a new name for a familiar and thoroughly 
tested operating system, OS-9. It was written for the 6809 
microprocessor in the late 70’s, and ported to the 68000 in 1983. Both 
the 6809 and the 68000 versions of OS-9 are widely used in process 
control and personal computing applications. Versions of OS-9 are 
available for several popular personal computers including the Tandy 
Color Computer and the Atari ST. The name is new and CD-RTOS 
includes extensive new I/O support, but the the operating system has 
years of experience behind it. 


Most of the large body of OS-9 software can be adapted to CD-RTOS. 
These programs should run under CD-RTOS with no more changes than 
might be required to adjust them to a new terminal type. From the 
operating system’s point of view the sophisticated CD-I hardware is 
"only" a collection of new I/O devices. 


The diverse history of CD-RTOS brings some unusual functions to the 
CD-I player. The CD-I base case system will contain an operating system 
with the latent ability to turn the system into a serious computer. It seems 
improbable to use a CD-I player as a multi-user computer, but all that is 
lacking is a writable mass storage device (e.g., a floppy disc drive), and 
plugs for a few terminals. 


The CD-I system does not simply copy data from the disc to its output 
devices. Except when it is emulating a CD-audio player, a CD-I system 
expects the application to supply a program that will run under 
CD-RTOS. 


The program controls and modifies the data flowing through the system. 
It is the last point at which a CD-I designer can have control of the data, 
and the only point where the actual sequence of events in an interactive 
application is known. Imagination and craftsmanship in programming 
will improve the responsiveness of the application. 


202 CD-|l: A Designer's Overview 


BASIC CONCEPTS 


Processes 

Operating systems like MSDos and the Macintosh operating system 
don’t support multitasking. They can be forced to run a print spooling 
program, but only by following special rules while writing the spooler 
program. CD-RTOS is designed to run a large number of programs at the 
same time. There are no special rules or restrictions on print spoolers, or 
compilers, or clock displays, or any other programs that you might want 
to run concurrently. 


The CD-I hardware requires multitasking support. There are four 
separate streams of data coming off the disc, plus akeyboard and pointing 
device that may be used at any time. While the system takes input from 
these six sources it must be able to simultaneously deliver output to the 
video and audio processors. All eight I/O activities must take place on 
demand. The CD-RTOS operating system handles much of the problem 
of keeping eight I/O balls in the air. Servicing all the streams of input 
and output seldom uses all of the processor’s power, and the processor 
time that is not used by CD-RTOS is available to application programs. 
These programs need not use more than one task (tasks are called 
processes under CD- RTOS), but multitasking is the best way to ensure 
that all available processor time is used. 


A skillful programmer can use multitasking and the other asynchronous 
CD-RTOS services to make applications run more quickly. If a program 
needs to wait for keyboard input, the programmer should ask himself 
whether there is some way to make use of the processor time until the 
input arives. Under CD-RTOS waiting for input doesn’t use any 
processor time and even a fast typist doesn’t enter more than about ten 
characters a second. The CD-I machine can do a great deal of work ina 
tenth of a second. 


Modules 

Programs are made up of machine instructions - code - and data. Code 
is kept in objects called modules which can be stored on discs, in ROM 
(Read Only Memory), or in RAM (Random Access Memory). Every 
module has a name, and when the module is in ROM or RAM the 
operating system can use a module’s name to locate it. 


Programs consist of one or more modules. The modules making up a 
program may be shared among several programs. They can also be 
loaded into memory when needed and deleted when a program needs the 
memory for something else. Both of these tricks save memory. 


Appendix C: Introduction to CD-RTOS and Invision 


Programs written for CD-I systems should be exceptionally flexible. If 
the program is written as a number of modules it can be flexible without 
wasting memory on all possible options. For instance, a program could 
choose a display support module depending on the user’s preferences 
(language, type of display, type of pointing device, and whatever else). 
The programmer would have to write separate modules for each display 
mode the designer wanted to support, but all those options would need 
to be programmed for in any case. By loading a tailored module the 
programmer can save the memory which would have been consumed by 
all the other alternatives. The program will also run faster by saving the 
time it would have spent selecting the right alternative every time display 
services were used. 


The CD-RTOS operating system is built of a number of modules. This 
gives it tremendous flexibility. Adding support for new hardware to the 
operating system is a matter of changing or adding a few modules. If a 
vendor wants to sell a hard disc drive for a system running CD-RTOS, 
they will need to include two or three modules with the drive. The 
customer can connect the drive, load the modules into memory and start 
using the drive. There is no need to change the operating system when 
the system hardware changes. 


Most modules contain program code or constants. Data modules are an 
exception. They can be created dynamically (All other types of modules 
must be loaded from a disc.), and they are used to hold variable 
information. They are excellent tools for inter-process communication 
and medium term storage. Data modules stay in memory until they are 
unlinked or the machine is turned off. 


Input/Output 

As far as possible, CD-RTOS has a consistent interface to all I/O devices. 
A program needs to name a file or device to open it, but the open returns 
a path number which is all the program needs for subsequent operations 
on the file. A program can get the the details about an I/O path if it 
requires them, but in many cases there is no need to know even whether 
output is going to a screen, a printer, or a floppy disc drive. Sometimes 
this is only a small convenience to programmers, but it can be 
wonderfully useful. 


Directories 

CD-RTOS is able to arrange files on random access devices in 
hierarchical directories to any depth. This is conceptually a simple idea, 
though the standard manila folder analogy becomes brutally stretched by 
the unlimited size and depth of directories. A disc, or any other random 


203 


204 CD-I: A Designer's Overview 


access device, has a root directory which is always created when the disc 
is formatted. The root directory and every other directory contains a list 
of files and directories. You can name a file by giving the path list that 
reaches it. 


Typing long path lists for every file would quickly make directories an 
unattractive organizational tool. The main CD-RTOS file systems 
support two default directories, one for executable files, another for all 
other files. Any path name that does not start with a slash (indicating a 
device name), will be taken relative to a default directory. If the file is 
opened for execution (as the load command would do), the execution 
directory is used. If the file is not opened for execution, the default data 
directory is used. 


THE PARTS OF CD-RTOS 


The base of the operating system is the kernel. This module supports the 
services that a sophisticated operating system cannot do without. Input 
and output are not handled by the kernel. It routes I/O operations to 
operating system modules called file managers. 


File managers typically deal with device-independant aspects of I/O. The 
key file managers in CD-RTOS are CDFM and UCM. CDFM manages 
files on compact discs, and UCM (User Communications Manager) 
manages the CD-I user interface. 


Other file managers from OS-9 are available for use in an extended 
player. There’s a file manager called RBF (Random Block File Manager) 
which manages files on mass storage devices like hard discs, floppy 
discs, and RAM discs. Another file manager called SCF (Sequential 
Character File Manager) handles devices like terminals, modems, and 
printers. Nfm (Network File Manager) can be used to build a network of 
CD- RTOS and OS-9 computers. 


File managers can be independent of the details of the hardware they use 
because there are other operating system modules called device drivers 
that handle the details of the I/O hardware. RBF doesn’t care whether it 
is handling a floppy disc, a hard disc, or a RAM disc. All those details 
are handled by device drivers. 


Device descriptors tie aname toa device driver, a file manager, and some 
constants. Programs give the operating system the name, and the 
operating system hooks the parts together to give the user the right file 
manager, device driver, and the address for the I/O hardware. 


Appendix C: Introduction to CD-RTOS and Invision 205 


PROGRAMMING FOR CD-I 


The CD-I File Manager 


A Review of the Hardware 


To understand the CD file manager (CDFM) you need to understand 
some facts about discs and disc players. The low- level format of a CD-I 
disc and the mechanism that plays it are are exactly the same as for 
CD-audio. Because of this similarity CD-audio discs can be played on a 
CD-I player, and CD-DA tracks from a CD-I disc can be played on a 
CD-audio player. 


The technology used for CD-audio was intended to offer about the same 
functions as a record player. Random access to tracks of a recording, or 
maybe a little finer, was sufficient. Delays of about a second when the 
player skipped tracks were acceptable. Since CD-audio was designed 
with these limits in mind, and CD-I was designed to be compatible with 
CD-audio, it’s not surprising that it’s difficult to make disc players with 
fast random access. 


Some CD players seek faster than others, but the data rate of all CD 
players is fixed by the specification. This is one of the ways that a CD-I 
player is exactly the same as a CD-audio player. The player reads the 
disc just fast enough to feed CD-DA information to an audio processor. 
There is no way to increase the data rate on a CD-I player, and the only 
way to decrease it is to ignore some of the data. 


Let me put the performance of a compact disc in computer terms. For 
simple reading, a compact disc player delivers data about five times as 
fast as a disc drive, but any substantial seek is about ten times slower 
than for a disc. A CD-I player can read the disc briskly but only for 
sequential access. 


Playing Real Time Files 


CD-I type-A audio must be delivered to the audio processor half as fast 
as it can be read from the disc. This gives some unused bandwidth for 
other data, but only if the data can be reached without a seek. 


The best way to arrange data for fast access by any disc-like system is to 
group the data close together on the disc. A CD-I system makes it easy 
for the disc designer to group related data. A single file can contain 
computer data, sound, and video. The CD-I hardware and CD-RTOS can 


206 CD-I: A Designer's Overview 


separate the different data streams and deliver them where they are 
needed. 


Real-time data is information that must be processed quickly. CD-I 
allows disc sectors to be tagged as real-time data. Though any data may 
be marked with the real-time attribute, it is intended for time sensitive 
data like audio codes. Because the real-time attribute is attached directly 
to each real-time sector, files can contain ordinary data and real-time data 
mixed in any convenient way. 


The real-time sections of a file are called real-time records. CDFM will 
treat real-time records as ordinary data if it is asked to read them, but if 
a CDFM play command is used instead, the real-time attribute will be 
honored. 


The CDFM play commands are unlike any operations on a conventional 
file system. A play command opens the flood gates and lets data from 
the disc pour into memory as fast as the hardware picks it out. The 
program that issued the play command can direct the stream of data, but 
the only way it can effect the data rate is by changing the rules used to 
select data from the disc. The program must keep up with the data. 


The program has little control of the flow of data, but the rate can be set 
when the disc is designed. If the designers only put a stream of monaural 
level-C sound into some part of a real-time record, the data rate will be 
only one sixteenth of full flow. The authoring system will arange the data 
on the disc so the system can pick out each sector at the right moment, 
and CDFM will see to it that they are delivered to the application or the 
audio processor almost instantly. 


The disc designers could have tucked other data between those audio 
sectors. The play command divides the data flow from the disc into four 
streams. Three streams go to blocks of memory provided by the 
application. These streams are for audio, video and program data. The 
fourth stream goes directly to the audio processor. The data on the disc 
is tagged so CDFM will know where to direct it. 


Each logical record in a real-time record has a channel number that was 
assigned to it when the disc was designed. The CD-I system supports 32 
channels of which 16 can be used for any type of data. The other 16 
channels may be used for anything but audio data. CDFM can be directed 
to select logical records from a file based on their channel numbers. 


Appendix C: Introduction to CD-RTOS and Invision 207 


CD-I channel numbers are not like television channels. A program need 
not select a channel for a read or play command. It can choose to receive 
any bundle of channels, even all of them. 


Careful assignment and subsequent selection of channels can give a 
single real-time record many different appearances. There are 
4,294,967,295 different ways to choose channels - plus one if we count 
choosing no channels at all. 


The set of channels (the channel selection mask) can be changed between 
real-time records. Since a real-time file can be made up of many real-time 
records, the number of ways a real-time file can be played is actually 
much greater than four billion. 


Probably the simplest thing to do with a compact disc is to play strictly 
sequential audio data. This can be done almost without program 
involvement. The three streams of data that CDFM buffers for the 
program can be empty or ignored. The only active stream is from the disc 
to the audio processor.The program to play a disc with a couple of hours 
of music could be as simple as an open for the music file and a play 
command. 


The three streams of real-time data that the play command directs to 
memory are stored in buffers that are described by a play control block 
(PCB) and three play control lists (PCLs). The play control block 
contains control information for the play command and pointers to the 
three play control lists. 


The play control lists contain the detailed information that CDFM uses 
to manager buffers. Each entry in a play control list contains control and 
status fields, a pointer to a buffer, a pointer to the next play control list 
entry, and a signal number that CDFM will send to the program if it 
encounters a trigger interrupt on the disc or when it fills the buffer. 


A program may fail to process a buffer in the interval between the time 
CDFM fills a buffer and the time the next sector is ready. When a buffer 
is full CDFM will move to the next play control list entry. If there isn’t 
a buffer ready for the data, CDFM will send the data directly to the output 
processor for that type of data (this really only makes sense for audio 
data). It can’t wait for the program to empty a buffer. To avoid this 
problem, a programmer should put two or more entries in each play 
control list. With at least two entries in the list, CDFM can be filling one 
buffer while the program is processing the contents of another buffer. 


208 - CD-I: A Designer's Overview 


The arrangement of links in a play control list is entirely up to the 
programmer, but linking the entries into a loop should work well. The 
CDFM will work its way around the links filling buffers while the 
program follows behind. 


When a play command is issued the file manager starts an asynchronous 
activity. The activity is an operating system service on behalf of the 
program - not a process. A program can control the play command 
through the play control block, but the actual operation takes place inside 
CDFM. 


The play in progress can by monitored through a control block that 
contains the current position in the file, but it’s more in keeping with 
CD-RTOS style to give the play command some signal numbers so the 
file manager will be able to notify the calling program when buffers are 
filled, when a "trigger" in the disc file is encountered, and when the 
command terminates. 


The most extreme use of the asynchronous nature of the play command 
is to start the CD-I file manager playing a file then ignore the progress 
of the command. This would be the best way to play a file of strictly 
audio information routed directly to the audio processor as was discussed 
earlier. While data travels from the CD to the audio processor the 
microprocessor is free to do anything that doesn’t directly involve the 
audio processor or the disc. While the file plays, the microprocessor 
might run a graphics display or even a text editor. 


CD-DA Files 


CD-DA is simple 16-bit digital audio. It is the highest fidelity audio 
encoding method available to CD-I designers, but it uses the entire 
bandwidth from the disc. Since no other data can be mixed with CD-DA 
data, the disc is inaccessible while CD-DA is being played. This limits 
the microprocessor and the video processors to whatever data is in RAM 
before the play command starts. 


A special CDFM command plays CD-DA files. The command always 
routes data directly from the CD to the audio output. The only connection 
that the CD-DA play command makes between a running CD-DA play 
and the calling program is a signal that can be sent by CDFM when the 
play is done. 


There are a few brute force ways to influence a CD-DA play in progress. 
The play can be paused or the disc can be ejected. The position in the file 
can be determined to within a second by using a getstat system call. This 


Appendix C: Introduction to CD-RTOS and Invision 209 


is enough to implement the functions that most CD-audio players offer, 
but no more. 


Reading CD-I Files 


In many ways CDFM makes CD-I files seem like RBF disc files. They 
have a directory hierarchy, and files can be opened and read in random 
order. Since CDFM ignores the contents of a file when it is processing a 
read request, read is a good way to get simple data off the disc. Reading 
is particularly appropriate for files that contain only computer data, but 
files containing audio and video information can be treated like 
conventional files when that is called for. 


The User Communication Manager 

The User Communication Manager, UCM, is the CD-RTOS file 
manager that handles the four devices that are used primarily for 
interaction with the user: video, audio, keyboard, and pointing device. 
The connection to the keyboard and pointing device is fairly ordinary. 
The connection to the audio output is moderately unusual, and the 
interface to the video output can be complex and wonderful. 


Keyboard Input 


A read request to a UCM path will return characters typed at the 
keyboard. A program can either issue a read and wait for input or ask 
UCM to send it a signal when keyboard input arrives. 


Since CD-RTOS will buffer keyboard input whenever it is entered, a read 
request might be satisfied immediately with data in the keyboard input 
buffer. A program can ask UCM how much data is waiting in the buffer 
and use that information to decide whether to simply read from the 
keyboard or ask to be signaled when more data arrives. 


The Pointing Device 


The simplest way to use a pointer device is to use the PT- Coord function 
to get the current coordinates of the pointer. If an application needs to 
track the pointing device, it must poll UCM for the current location 
frequently enough to respond smoothly to any movement. 


Polling steadily for the pointer location is wasteful. Getting the 
coordinates twenty times per second might be enough to track the pointer 
responsively, but it would be useless except when the pointer is in 


210 CD-Il: A Designer's Overview 


motion. CD-RTOS lets a program track the pointer without wasting time 
polling when the pointer is at rest. 


The program can ask UCM to send it a signal every time the pointer 
location changes. A program that uses this facility need only ask for the 
pointer coordinates only when they change. This prevents the program 
from wasting time checking the pointer when it is not moving. It also 
adapts the rate at which the program checks the coordinates to the speed 
of the pointer. The program will check the pointer exactly often enough 
to track it accurately. 


Audio Output 


Audio output revolves around soundmaps. A soundmap is a data 
structure that UCM uses to store data that can be routed to an audio 
processor. The information in a soundmap is encoded in sound groups, 
just as it is stored on a disc. Internally, a soundmap is a block of sound 
groups, the number of sound groups in the block, and a code that indicates 
the way the sound is encoded. 


A UCM function creates soundmap data structures. It returns a pointer 
to a soundmap which can be used to load the structure with audio data. 
It also returns a soundmap identifier which is the name by which UCM 
recognizes the soundmap. 


All UCM sound-manipulation operations are performed on soundmaps. 
UCM will also output soundmaps (and only soundmaps) to the audio 
processor of your choice. 


Two UCM instructions merge a pair of soundmaps into a third soundmap. 
Two monaural soundmaps can be combined into a stereo soundmap, or 
two stereo soundmaps can be mapped into another stereo soundmap. 
These operations don’t perform any actual mixing of the sounds 
represented by the soundmaps (in the sense of an audio mixer). They only 
copy channels intact from soundmap to soundmap. 


Ordinarily the length of time a soundmap will take to pass through the 
audio processor is determined by the audio coding method and the 
number of sound groups in the soundmap. A programmer can lengthen 
this duration vastly by installing loops in the soundmap. 


A UCM function can put a loop in a soundmap by giving the number of 
the first and last sound group in the loop and the number of times the 
loop should be submitted to the audio processor. A loopback could be 
used to extend a uniform sound for a specified interval, or to repeat a 


Appendix C: Introduction to CD-RTOS and Invision 


bounded sound a specified number of times. The sound of a basketball 
being dribbled could be made by looping around the sound of one 
bounce. 


The features of the audio loopback are not yet precisely defined. It might 
be possible to use several loops in one soundmap. Perhaps a roar of 
applause followed by rythmic clapping and finally a dying patter of 
individual claps could be compressed into an applause loop, an 
intermediate section where the rythm begins, a rythm loop, and a dying 
out section with many little loops. More complex rythmic effects might 
be made with sequenced and nested loops. 


There are two UCM functions that can be directed at audioprocessors 
without mentioning soundmaps. One function amounts toa volume, pan, 
and balance control. It controls the attenuation of each path in the audio 
processor: left to left, right to right, left to right, and right to left. An audio 
processor can also be turned off - thereby interrupting any soundmap that 
is active. 


The main source of soundmap data is the CDFM play function, though 
programs are free to generate soundmap data. Generating or 
manipulating soundmap information is difficult. It would be an 
ambitious project to generate or modify ADPCM codes in software, and 
soundgroups must be stored as ADPCM data. 


There is a special case of ADPCM data that is comparatively easy to 
work with. If the filter coefficients in type-A ADPCM soundgroups are 
set to zero, the result can be manipulated like 8-bit PCM data. 


Video Output 


Drawmaps are the UCM data structure for video output. They can be 
loaded by a CDFM play command or under program control. A wide 
selection of operations on draw maps is supported by UCM. These 
operations can combine drawmaps in many ways, draw characters or 
graphics, and display the drawmaps with great flexibility. 


Text 


UCM supports multiple text fonts and supplies several tools for writing 
text into a drawmap. These tools are divided into two groups: one treates 
a drawmap like a video terminal, the other uses a drawmap as the bit 
mapped object that it is. 


211 


212 CD-I: A Designer's Overview 


Any program that works with a video terminal can be converted to use 
UCM’s terminal emulation mode. The emulation supports all the features 
of a simple terminal including line editing and character attributes. The 
screen is controlled by writing text and control codes to it with the 
CD-RTOS I$Write command. UCM terminal emulation is not the best 
way to use the full power of CD-I video, but it is a familiar interface with 
enough power for many applications. 


UCM also provides tools that draw text on the screen. These commands 
take a precise location and a text string. The text string is drawn on the 
screen with the baseline of the first character at the specified location. 
One of the text drawing commands will justify the string to a given 
length. Control codes are not used with the text drawing commands. This 
leaves more work for the program, but it lets characters be placed at the 
exact locations the program specifies. The terminal emulator only allows 
positioning to a line and column. 


Fonts 


Extensive support for text fonts is built into UCM. Fonts are described 
by data modules that must be in memory when the fonts they describe 
are in use. The system can have up to 4 fonts active at any time with a 
total size of up to 64K characters. 


A character is always designated with a single code, not a font number 
and a character number, nevertheless each character code selects a font 
as well as a character. The way a character code selects a font and a 
character within the font depends on the active fonts and the way UCM 
interprets the code. 


UCM has three modes modes for interpreting character codes. Eight-bit 
codes range from 0 to 255 - enough for most character-based languages 
- maybe enough for a few type styles. Seven/fifteen-bit codes represent 
128 characters in eight bits. The high-order bit is reserved as a mode 
switch. If the high-order bit is on, 16 bits are used for the code. The 
seven/fifteen-bit method generates character numbers zero through 127 
with eight bits per character, and 32768 through 65535 with 16 bits per 
character. This gives enough codes for oriental languages and many type 
styles. Careful assignments of character codes will let frequently used 
characters be represented with the 7-bit codes. Sixteen-bit codes don’t 
offer the compression opportunity of seven/fifteen-bit coding, but 
sixteen-bit coding is simple and it can represent 65536 characters. 


If one font can contain as many as 65536 characters, why does UCM 
bother to support four fonts at a time? The reason for multiple fonts is 


Appendix C: Introduction to CD-RTOS and Invision 213 


tied up with the way fonts are coded. Each character in a font has a 
number, a bit map, and a width. All the characters in a font share height 
characteristics, a proportional/monospace attribute, and a coding 
method. To get variety in some attributes (like character height) an 
application must use several fonts. 


Since UCM does not use a separate font code for each character, each 
font/character pair must have its own number. This requires some care 
when numbers are assigned to characters in a font (which is done when 
the font module is made). UCM will not tolerate overlapping codes 
between fonts. 


Operations on Drawmaps 


The User Communication Manager has a variety of tools for copying a 
section of one drawmap into another drawmap. The simple tools copy or 
exchange rectangular regions between two drawmaps. Other tools offer 
variations on the simple ones. 


There are special copy and exchange operations that accept a transparent 
color. These operations will not copy pixels that represent the transparent 
color. The pixels that would have been replaced by the transparent color 
are unchanged by these operations. This gives UCM the ability to 
simulate some of the transparency operations supported by the video 
hardware. 


Rectangular areas or individual pixels can be copied in and out of a 
drawmap. The UCM converts the image data into a standard array of 
pixel information when it reads it out of a drawmap, and converts it from 
pixel form to the drawmap’s internal form when it writes data into the 
drawmap. 


An irregular write operation permits updates of selected parts of a 
drawmap. The operation updates each line in a given range, with the © 
extent of the update specified on a line-by-line basis. The update for each 
line has a location and a length. Lines that don’t need updating can have 
a zero-length update. 


The operations on drawmaps can be used to conserve disc bandwidth. 
When a portion of an image must be updated, that portion can be read 
(or played) from the disc and used in an drawmap-update operation. In 
some cases partial updates can give the appearance of full-screen 
full-motion video. 


214 CD-I: A Designer's Overview 


The Graphics Cursor 


The video processors support a graphics cursor, a 16x16 image plane that 
sits in front of the other planes. The UCM offers a high-level interface 
to the graphics cursor hardware. It includes functions to control the 
existence, location, shape, color, and blinking of the cursor. 


The conventional use of a graphics cursor is as an on-screen analog to 
the pointing device. As usual, CD-RTOS does not enforce this 
convention. Any use for a mobile 16-bit-square image plane is valid for 
the graphics cursor. Perhaps it would be an easy way to represent icons 
when they are in motion? 


Clipping Regions 


Part of adrawmap can be givena name. The part is selected and the name 
assigned by creating a region. If two or more regions are defined in a 
drawmap they can be combined with a region intersection, union, 
difference, or exclusive-or operation. A region can also be moved within 
a drawmap. Regions can used as clipping regions or they can be drawn 
on the drawmap. 


When a clipping region is "set" in a drawmap no drawing operation will 
be allowed to change the drawmap outside the clipping region. This is a 
useful feature for window support and graphics operations. Notice that 
clipping really clips. Things that are clipped off are not stored anywhere. 
If the clipping region is changed, the image will not be updated. (If you 
need clipped data retained use a mask.) 


Drawing Commands 


The User Communication Manager offers a good set of graphics 
functions. The scope of the graphics support is typical of a good graphics 
package. 


A Partial List of Drawing Commands 


Set Drawing Pattern 
Set Pattern Alignment 
Set Color Register 
Set Clipping Region 
Set Pen Size 

Set Pen Style 
Draw a Dot 

Draw a Line 


Appendix C: Introduction to CD-RTOS and Invision 


Draw a Polyline 

Draw a Circular Arc 

Draw an Elliptical Arc 

Draw a Rectangle 

Draw an Elliptical-Corner Rectangle 
Draw a Polygon 

Draw a Circle 

Draw a Circular Wedge 
Draw an Elipse 

Draw an Eliptical Wedge 
Draw a Region 

Bounded Fill 

Flood Fill 

Copy Drawmap to Drawmap 


Displaying Drawmaps 


UCM does not have a function that simply displays the contents of a 
drawmap on the screen. The program must provide a display control 
program (a program that will be executed by the video processor). In its 
simplest form the display control program directs the video processor to 
display a range of lines from a drawmap. When its full power is used, a 
display control program (DCP), can operate the video processor as a 
special effects device. 


One part of a display control program is executed every time the video 
processor starts to display the screen (50 or 60 times per second); this is 
called the FCT (Field Control Table). Another part of the display control 
program is executed for each scan line; this is called the LCT (Line 
Control Table). The same codes are used for the FCT and LCT. They 
differ only in when they are executed. 


Instructions placed in the FCT will be executed once each time the 
display is refreshed. The FCT must include an instruction that points the 
display processor to the LCT of the line that should be displayed at the 
top of the screen. If there are any display other attributes that can be set 
for the entire screen, the FCT might be a good place to set them. For 
instance, the selection of the top image plane might be done here. 


There must be a DCP for each of the two image planes (or paths). Each 
path controls the parameters that effects it, but path 0 has a few extra 
instruction codes that control both planes; e.g., plane order. 


UCM supplies a series of commands that manage the components of a 
DCP. These commands give programs a uniform interface to the DCP, 


215 


216 CD-Il: A Designer's Overview 


but the application program is responsible for composing and modifying 
the DCP programs. 


The DCP instructions that link LCT to FCT, and LCT to LCT are the 
only instructions specifically supported by UCM. These instructions are 
useful for scrolling and split screen effects. 


Most special effects are performed by manipulating DCP programs. A 
cut from one image to another can be done by changing the top plane in 
the FCT. A wipe can be done by changing the top plane one line at a time 
or by using a matte. A fade can be done by decreasing the image 
contribution factor of both planes over time. A dissolve involves 
increasing the contribution of one plane while decreasing the other. 


Display Parameters Controlled by the DCP 


Image Coding Method 

Transparency Control 

Plane Order 

Backdrop Color 

Transparent Color (for each plane) 

Mask Color (for each plane) 

Image contribution factor (for each plane) 
Mosaic Control (for each plane) 

Color Lookup Table (for each plane) 
Matting (for each plane) 


DCP instructions can control video parameters on a line by line basis, 
but they can’t directly affect anything other than the video processors. 
For instance, there is no DCP instruction to read the disc or modify a 
drawmap. There is, however, a DCP instruction that causes a signal to 
be sent to the responsible program. These signals can be used to 
synchronize program activity with DCP activity. UCM exposes the 
power of the video processors to application programs by making display 
control programs the responsibility of programs. This does not mean that 
every program that displays video data must include explicit code that 
manages the DCP. InVision provides a layer over most of UCM, hiding 
many of the details of screen management. 


The Real Time Record Interpreter 

Real-time records can contain a RTCA (Real Time Control Area). These 
control areas contain computer data that describe the operations that 
should be used to process the data that follows. The language used in the 


Appendix C: Introduction to CD-RTOS and Invision 217 


RTCA is not as powerful as direct use of the UCM, but it is a convenient 
way for each record to encode directions for its own processing. 


A trap handler named RTRI (Real Time Record Interpreter) interprets 
the codes stored in the RTCA. An application that wishes to use the RTRI 
must open a real-time file and call the RTRI to play a specified number 
of real-time records. The RTRI will handle the details of playing the file 
asynchronously. 


RTRI Functions 


Soundmap Functions 
Create Soundmap 

Output Soundmap 

Stop Audio Processor 
Conceal Soundmap Error 
Close Soundmap 

Mix Mono to Stereo 

Mix Stereo to Stereo 

Set Soundmap Loopback 
Set Attenuation 


Drawmap Functions 


Create Drawmap 

Set Drawing Origin 

Copy Drawmap to Drawmap 
Exchange Between Drawmaps 
Copy with Transparency 
Exchange with Transparency 
Irregular Write 

Read Drawmap 

Write Pixel 

Read Pixel 

Conceal Drawmap Error 
Close Drawmap 


Graphics Cursor Functions 


Position Graphics Cursor 
Show Graphics Cursor 
Hide Graphics Cursor 
Graphics Cursor Pattern 
Graphics Cursor Color 
Graphics Cursor Blink 


218 CD-Il: A Designer's Overview 


Clipping Region Functions 


Create Region 
Region Intersection 
Region Union 
Region Difference 
Region Exclusive Or 
Move Region 

Delete Region 


Drawing Functions 


Set Drawing Pattern 
Set Pattern Alignment 
Set Color Register 

Set Clipping Region 
Set Pen Size 

Set Pen Style 

Set Transparent Color 
Draw a Dot 

Draw a Line 

Draw a Polyline 

Draw a Circular Arc 
Draw an Elliptical Arc 
Draw a Rectangle 
Draw a Rounded Rectangle 
Draw a Polygon 

Draw a Circle 

Draw a Circular Wedge 
Draw an Ellipse 

Draw an Elliptical Wedge 
Draw a Region 
Bounded Fill 

Flood Fill 

Draw from Drawmap 


Fonts and Drawing Text 


Draw Text 

Character Code Mapping 
Get Font 

Activate Font 

Deactivate Font 

Release Font 

Draw Justified Text 


Appendix C: Introduction to CD-RTOS and Invision 


Display Control Program Functions 


Create FCT 

Read FCT 

Write FCT 

Read FCT Instruction 
Write FCT Instruction 
Delete FCT 

Create LCT 

Read LCT 

Write LCT Read LCT Column 
Write LCT Column 
Read LCT Instruction 
Write LCT Instruction 
Delete LCT 

Link LCT to FCT 
Link LCT to LCT 
Execute DCP 


Drawing Information Functions 


Set Interlace Mode 
Calculate Text Length 
Relative Char. Positions 
Return Font Data 
Return Glyph Data 
Justified Char. Positions 
Is Pointer in Region 
Get Region Location 


Terminal Emulator Functions 


Write 

WriteLn 

Set Output Drawmap 
Set Mapping Mode 
Activate Font 
Deactivate Font 


Pointing Device Functions 
Get Pointer Coords. 


Signal on Pointer Change 
Release Device 


219 


220 CD-I: A Designer's Overview 


Keyboard Functions 


Read Line 

Read 

Signal on Data Ready 
Release Device 

Check For Data Ready 


Functions for Reading the Disc 


Load Soundmap 

Load Drawmap 

Read Data 

Play to Audio Processor 
Seek to Block 


Housekeeping Functions 


Read RTCA 

Set Alarm 

Set Channel Mask 
Exit 

Delete Label 
Open Path 


RTRI instructions include an opcode, control information, and 
parameters. The opcode specifies one of the functions in the RTRI 
function table or an application-specific function. These instructions are 
executed by the RTRI in response to signals. 


Instruction Map 
S. Signal |T. Signal Sig Stop |Parm Length 


Op Code Selects a RTRI function 





S. Signal Signal to send on completion of function 
T. Signal Signal to trigger this function 
R. Count Kill this instruction after it has executed R count times. 


Sig Stop Stop activating instructions for the trigger signal after this 
instruction. 


Appendix C: Introduction to CD-RTOS and Invision 


Parm Length Length of the instruction’s parameter area 
Parms The parameters for this RTRI instruction 


Every RTRI parameter has a length and a label. The length is for the 
parameter’s initializing value. If the length is zero the function has no 
initializer. If the label is zero, the value of the parameter is not available 
except to the function executed by this instruction. If the label is non- 
zero, the parameter is shared among all the instructions refering to that 
label number. 


The flow of control in an RTRI program is not like an ordinary program. 
There is no sequence of instructions that will be executed. All the 
instructions listen for their trigger signal. When the signal appears they 
queue up to execute. 


Signals come from all the usual CD-RTOS sources and from the RTRI 
itself. Each instruction can send a signal when it completes. 


Picture each instruction as an active entity. They listen for their signal 
and move to the execution queue whenever they hear it. When an 
instruction is through executing it might send a signal to call on other 
instructions to execute. 


The instruction-termination signals can be used to make a sequence of 
RTRI instructions execute. The first instruction can send a termination 
signal that triggers the second instruction, the second instruction can 
trigger the third, and so forth. Meanwhile any signals from outside RTRI 
can trigger their own instruction sequences. 


If an application needs a function that is not provided by the RTRI, the 
function must be added to the RTRI instruction set for that application. 
The application program should include code that implements the new 
function. The function can be bound to an RTRI opcode by calling the 
RTRI trap handler with the new opcode and the address of the 
corresponding routine. 


There is a speed penalty incurred by the RTRI (as with any interpreter). 
When performance is the highest priority, ordinary programs can do 
better than the RTRI. 


The strong point of the RTRI is small programs. Its policy of loading the 
instructions to handle each real-time record with that real-time record is 
especially efficient. 


221 


222 CD-I: A Designer's Overview 


Since RTRI instructions hide asynchrony to some extent, it may prove 
easier to write correct programs for the RTRI than to write them in the 
C language. 


Non-Volatile RAM File Manager 

A small amount of non-volatile RAM is included in the CD-I base case 
hardware. CD-RTOS includes a special file system designed to have 
modest storage overhead for the non-volitile RAM. 


The non-volatile RAM file manager (NRF) is a simplified version of 
RBF. The most noticable missing feature is directory support. There is a 
single NRF directory which maintains a list of NRF files and their 
attributes. Other NRF directories cannot be created. 


CD-RTOS imposes no restrictions on the use of NRF files, but 
programmers should respect the limited non-volatile storage on a base 
case system. 


USER INTERFACE FOR DEVELOPMENT SYSTEM 


Applications on a consumer CD-I system may offer the user an interface 
designed specifically for the application or they may use the InVision 
user interface. InVision is a set of enhancements to UCM and a user 
interface library that implements a loose standard for user interactions. 


Designers are free to use InVision or modify it to give their applications 
a special flavor. Provided that the flavor is not too special, designers and 
users will be able to enjoy some variety and the benefits of a standard 
interface. 


THE PROGRAMMER’S VIEW 


I have been discussing programming: in abstract terms. Unfortunately 
there are some important issues that CD-RTOS programmers must 
understand. This section will touch lightly on some important details. 


Processes 

CD-RTOS starts processes with a fork command or a chain command. 
These differ in that chain replaced the current process with the new 
process while fork creates a new process and leaves the parent process 
running. 


The parent process can specify the number of I/O paths that the child will 
inherit, the contents of the child’s parameter area, an amount of extra 


Appendix C: Introduction to CD-RTOS and Invision 


memory for the child’s stack area, and the priority the child should run 
at. The fork command returns the process number of the child. 


When a process starts, almost all of the MPU registers are set to 
significant values. Most important are the stack pointer, the PC, and a 
Static storage pointer. Many operating systems don’t give new processes 
a static storage pointer. Since CD-RTOS is a multitasking operating 
system which does not require memory management, programs must be 
able to run anywhere in memory. The operating system tells them where 
it placed there static storage, and the programs take it from there. 


Processes can have considerable influence on the way they are 
scheduled. They can instruct the operating system to ignore them for a 
length of time with a sleep command, they can wait for a child process 
to terminate with a wait command, and they can change their scheduling 
priority with a SPrior command. 


Memory 

One symptom of multitasking (without memory management) is that a 
region of memory can be cornered by memory allocated to other 
processes. When that happens to a program’s stack area, the amount of 
the stack memory can’t be increased until the other process releases the 
memory that is blocking the stack. CD-RTOS has a system call to change 
the size of the stack allocation (like a Unix sbrk), but this call will fail if 
memory contiguous with the stack allocation is not available. Another 
system call that allocates blocks of memory wherever it can find them 
should be used whenever possible. 


Synchronization 

The CD-RTOS file managers make extensive use of signals to 
communicate with programs. Signals are the software equivalent of 
interrupts. When a signal is sent to a process, the normal execution of the 
process is interrupted and control is transferred to the process’s signal 
handler. 


A process can give CD-RTOS the address of a function which the 
operating system will call each time a signal is directed at the process. 
The signal function will be entered with the signal number as a parameter, 
and the A6 address register set to a value that was specified when the 
signal function was identified. By convention this register is the base 
address for static storage, but an assembly language programmer could 
use it for something else. 


223 


224 CD-I: A Designer's Overview 


A process can mask signals that it doesn’t wish to receive. This is done 
automatically when a process is in the signal function. Signals that are 
not received are queued for later attention. A process that doesn’t wish 
to handle signals can elect to mask signals, or to catch and ignore them. 
If it does neither, any non-zero signal will kill the process. 


Subject to some security restrictions, processes can send signals to one 
another. Inter-process signals work exactly like signals from file 
managers. 


Where Signals Come From 

UCM keyboard interrupt 
UCM keyboard kill 

UCM keyboard data ready 
UCM mouse motion 
UCM FCT signal 

UCM LCT entry signal 
UCM Done with soundmap 
CDFM End of play 

CDFM Play buffer full 
CDFM Play hit a trigger 


Other programs application-specific 
CD-RTOS kernel Alarm signals 


CD-RTOS supports another synchronization method called events. 
Events have names and values and are accessible to any process that 
knows their name. A process can wait for an event to reach a certain 
value, or a value within a range. CD-RTOS commands set or increment 
the value of an event. It is simple to use events as semaphores, and with 
some imagination they can address almost any synchronization problem. 


The primary job of a program in a CD-I system will usually be routing 
real-time data. Since this is a signal-driven activity, programs are likely 
to be bundles of functions and processes written for speed. Writing this 
type of program is not like ordinary programming. Debugging 
signal-driven programs is just nasty. 


Modules 

Programs for CD-RTOS must be position independent. The operating 
system supports multitasking, and gives modules no way to specify 
where in memory they should be placed. A program must assume that it 
could be located anywhere in memory and that its variables could be 
located anywhere else. Position independant code can be written for 


Appendix C: Introduction to CD-RTOS and Invision 225 


68000-compatible processors, and compilers for CD-RTOS will 
generate correct code so far as they are able, but programmers should 
keep inthe back of their minds that code and data can be at different 
locations each time a program runs. 


Whenever possible CD-RTOS programs should be re-entrant. Once a 
module is in memory it is convenient for the operating system to let every 
program that needs the module use the same copy. This is possible 
provided that the code and constants in the module are not modified by 
any process that uses it. 


The Role of Programming 

Most CD-I systems will probably look more like stereo systems than 
computers. But they are computers - powerful ‘computers. A CD-I 
application can include a tremendous amount of data, but the data will 
be presented to the user by a program. It is probably best if users forget 
that their CD-I appliance is a computer, but a CD-I designer must not. 


No household appliance (except, perhaps a telephone) has had anything 
close to the computing power of a CD-I system. We can only guess how 
the tool will be used. 


INVISION 


INTRODUCTION 


InVision is an example of an object-oriented multi-media user interface 
designed for Compact Disc-Interactive (CD-I) players. Other interfaces 
will be available in due course. Since InVision is intended for a consumer 
product, it is designed to be simple and easy to use by the user of a CD-I 
player. For the content provider, not only does InVision provide access 
to standard UCM functions, it adds several powerful new capabilities to 
the CD-I environment. 


ARCHITECTURE 


The diagram shows the base case CD-RTOS software modules and the 
InVision modules and their relationships to each other. The thick lined 
boxes represent InVision modules while thin lined boxes represent 
CD-RTOS modules. 


InVision consists of three modules, a Display Manager, a Presentation 
Support Library, and a Visual Shell. The Display Manager isa CD-RTOS 


226 CD-I: A Designer's Overview 


subroutine module for the UCM file manager and provides access to the 
video, audio, pointer and keyboards drivers like the User Communi- 
cations Manager. It also manages screens to allow more than one appli- 
cation to run at a time and action regions for simplifying input. 


CD-I 
Application 
Presentation Support Real-Time Record 
Library Interpreter 


Display User Communications Compact Disc 
Manager Manager File Manager 
Keyboard Video Pointer 
Driver Driver Driver 





The Presentation Support Library is a CD-RTOS trap library. This 
collection of subroutines further simplifies the task of manipulating the 
display and obtaining input from the user. The Presentation Support 
Library provides requesters, which are standardized ways of asking 
questions of the user and controls, which are standard ways of getting 
switch and volume control input from the user. The Presentation Support 
Library includes a set of visual effects functions, a set of international- 
ization functions to assist applications in being country independent, and 
functions to maintain and determine certain preferences of the user. 


The top level of InVision is the Visual Shell. The Visual Shell is the only 
part of InVision that the user will actually see. It essentially forms the 
control panel of the CD-I player. The Visual Shell is fully customizable 
by the player manufacturer. In addition to its main function of starting 
the play of a disc, the Visual Shell can execute a set of small utilities 
called accessories. Accessories perform functions such as setting 
preferences, setting a clock, or controlling other parts of an audio-video 
system. The accessories that are included with a CD-I player may also 
be determined by the manufacturer. 


Appendix C: Introduction to CD-RTOS and Invision 


THE DISPLAY MANAGER 


The InVision Display Manager (DSM) isaCD-RTOS subroutine module 
to the UCM file manager and provides InVision’s interface between the 
CD-RTOS kernel and the CD-I video, audio, keyboard and pointer 
drivers. It is also the application’s basic interface to those drivers. In 
addition to providing access to standard UCM functions, the Display 
Manager introduces two new capabilities to the CD-I environment, 
screens and action regions. 


SCREEN MANAGEMENT 


The Display Manager provides screens so that more than one application 
can be in progress and providing information to the user of the CD-I 
player. Since there is only one physical display for the system, 
multi-tasking causes several applications to both attempt updates on the 
same display. The Display Manager gives each of the applications a 
*logical screen’ on which to display their output. At any given time only 
the top screen is visible on the display and the application running on 
that screen is the only interactive application available. 


The screen management functions are based on the display control 
program functions supported by the video driver. In addition to providing 
access to the video hardware’s field control tables (FCT’s) and line 
control tables (LCT’s) in much the same way that UCM does, there are 
functions which coordinate the use of those elements in relation to the 
logical screen. 


Each screen appears as a single display control program to the application 
that is using it. It is a collection of at least two LCT’s, one for each plane. 
All of the functions for creating, deleting , reading, writing and linking 
LCT’s provided by UCMare also provided by the Display Manager. This 
part of the design of the Display Manager has been kept the same as UCM 
so that applications have virtually the same ability to generate visual 
effects, including the ability to pre-master the data for those effects. 


Functions are also provided to associate a FCT’s with each screen. These 
provide the ability to load instructions which affect the entire screen or 
load a large number of color look-up table registers in the hardware. 
When a screen is to be the one displayed its FCT’s are executed as the 
current hardware display control program. 


There are functions for showing, hiding, raising and lowering screens. 
These functions are used to switch between screens when running 
multiple applications. For example, a user could be interacting with one 


227 


228 CD-I: A Designer's Overview 


application and want to access the Visual Shell for a moment. The Shell 
screen will become the visible screen allowing interaction with the 
Visual Shell. When the user us done they can return to the original screen 
and interact with the application again. 


— FI 


Display Screen Stack 


A diagram of a collection of screens is shown along with a diagram of 
how the screens would appear on the display. The screens are maintained 
in a stack mush like a stack of paper. In the figure, the individual screens 
are the same size and are aligned with each other and the display. Since 
screen C is at the front of the stack, it is the only one that is visible on 
the display. : 


The next diagram shows how the screen stack and display change when 
anew screen is created and displayed. Whenever a screen is created it is 
added to the top (front) of the stack. 














Display Screen Stack 


The last diagram shows how the screen stack and display change when 
a screen (screen B) is raised. Screen B moves to the front of the stack 
and becomes visible. 


Appendix C: Introduction to CD-RTOS and Invision 229 


Display Screen Stack 


MESSAGE MANAGEMENT 


The Display Manager provides a simple method of inter-process 
communication. This facility is mainly used by the Display Manager to 
transmit packets of information about pointer activity to applications. It 
is general enough, however, that it may be used by applications using 
InVision to send messages to each other. 


The Display Manager provides each process using InVision with a queue 
for these messages. Several functions are provided for manipulating the 
message queue. The send function adds a new message to a queue. The 
receive function retrieves a message from the queue. Specific types of 
messages may be selected with the receive function. There is also a 
function to determine if a message or a particular type of message is in 
the queue. Particular types of messages may also be flushed from the 
queue. 


ACTION REGIONS 


Action regions provide a mechanism for condensing and organizing the 
continuous stream of coordinate and trigger data that comes from the 
pointing device. By using action regions, applications can define areas 
of the screen where the application is notified of the specific area where 
the pointer activity occurred and the type of pointer activity that 
occurred. 


Action regions are based on the region mechanism provided by the video 
driver. Whenever a screen is created a conceptual third plane, called the 
action region plane, is created and placed in front of the two image planes 
provided by the CD-I video hardware. This action region plane can also 


230 CD-l: A Designer's Overview 


be thought of as the cursor plane, since cursor movement is generally 
associated with pointer movement. 


The Display Manager continuously monitors the stream of data coming 
from the pointing device, determines which screen and action region the 
pointer activity is associated with, and sends a message to the application 
associated with the screen and action region. The message contains the 
action region identifier, coordinate, and type of pointer activity. Pointer 
entering action region, pointer exiting action region, pointer moved, 
trigger up and trigger down are the possible types of pointer activity. 


The Display Manager provides a very powerful set of functions for 
manipulating action regions.- The most basic of these is the move 
function. Any action region may be moved to any position in the action 
region plane. This allows the possibility that action regions might overlap 
each other. To resolve these conflicts, the Display Manager maintains 
the action regions in a stack. An action region higher in the stack has 
priority over one lower in the stack. The create function adds new action 
regions to the top of the stack and the delete function removes action 
regions from the stack. The raise function moves an action region to the 
top of the stack while the lower function moves one to the bottom. The 
activate function causes the Display Manager to consider the action 
region when it searches for an action region to be associated with a 
pointer activity. The de-activate functions causes the Display Manager 
to ignore the action region in its search. 


Action regions are also hierarchically organized. Child action regions 
may be created and associated with their parent. Whenever child action 
regions are moved, they are positioned with respect to their parent. These 
child action regions are maintained in stacks which are attached to the 
parent, yielding a tree of action regions. When the Display Manager 
searches the tree for an action region associated with a pointer activity, 
it performs a top-down recursive search, looking for the highest priority 
action window lowest in the tree which contains the coordinate of the 
pointer activity. The action region functions manipulate the child stacks 
exactly like parent stacks. 


The hierarchical organization of action regions allows the creation of 
groups of action regions which can be treated as one unit. Whenever a 
function is performed on an action region, the same action is performed 
on its children. If an action region is moved, all of its children move with 
it. Raising, lowering, activating or de-activating an action region causes 
the same thing to happen to all of its children. 


Appendix C: Introduction to CD-RTOS and Invision 


THE PRESENTATION SUPPORT LIBRARY 


The Presentation Support Library is a collection of high-level functions 
for simplifying application development for CD-I systems. Many of the 
concepts found in traditional computer based user interface libraries are 
included in the Presentation Support Library but are tailored to make use 
of the multi-media capabilities of the CD-I system and oriented towards 
a consumer based product. The main functional capabilities of the 
Presentation Support Library are: 


* Controls. Controls allow an application to obtain input from the user 
using objects similar to switches and volume controls. 


Requesters. Requesters allow an application to ask the user a question 
and obtain a reply. 


Visual Effects. Functions are provided to simplify the task of genera- 
ting visual effects such as mattes, wupes, fades, dissolves and cuts. 


Internationalization. Functions are provided for an application to se- 
parate country dependent data such as prompts from the application 
so that it may be country independent. 


Preferences. Functions are provided for maintaining user preferences 
such as language or nationality. 


CONTROLS 


Controls are a high-level mechanism for obtaining input data from a user 
of a CD-I player. They provide applications with a mechanism to draw 
objects on drawmaps and associate action regions with them. These 
objects may also change appearance depending on the type of pointer 
activity in the action region. When the sequence of pointer activity in the 
action region required by the control occurs, an application defined 
function can be executed to take action based on the value of the control. 
The concept of controls in the Presentation Support Library is very 
general to allow the application great flexibility in generating this type 
of user interaction. An application may create its own control behavior 
or use the standard control behaviors. 


The most common types of controls are buttons and variable controls. 
The Presentation Support Library provides three types of standard 
control behavior, pushbuttons, switches and variable controls. The 
application is able to customize these controls by providing the image 
data for each of the states of the control. This makes it possible to have 
controls built from natural images. The figure shows an example of a 
screen for a CD-Audio player accessory. This accessory uses 


231 


232 CD-I: A Designer's Overview 


pushbuttons for the play, pause, stop, fast-forward, rewind and eject keys. 
Variable controls are used for the volume, balance, bass and treble 
controls. 


; CD Audio Player - ane } 


Current Selection: Ploy Pause Stop 


DH He 


0 Volume jo FF Rew Eject 


QO Balance 19 0 Bass 10 O Treble 19 








Pushbutton type controls behave in a manner similar to a momentary 
contact switch in that they are used to initiate a specific action by the 
application. Pushbutton controls appear to the user in one of four states 
depending on pointer activity in the control’s action region and the 
application. The disabled state is set by the application and is used to tell 
the user that the button will not do anything. When the button is not 
disabled and the pointer is not in the control’s action region it is in the 
normal state. When the pointer enters the control’s action region the 
control enters the highlighted state, signifying to the user that the pointer 
is on the button. If the user then depresses a trigger button, the control 
goes to its active state. When the user releases the trigger button, the 
control is returned to normal state and an application specified function 
is executed. 


Switch controls behave similar to an on-off switch. Switches controls 
have a value associated with them, specifically, on or off. Switches 
controls appear to the user in one of five states. disabled, normal on, 
normal off, highlighted on and highlighted off. As with pushbuttons, 
switches can be disabled by the application. When the switch is not 
disabled and the pointer is not within the control’s action region, the 
control is either the normal off or normal on state. When the pointer 
enters the control’s action region it enters one of the highlighted states. 
When the user depresses and releases a trigger button, the value of the 
control is changed from off to on or from on to off. Whenever the value 
of a switch is changed an application specified function is executed. The 
new value is passed as a parameter. 


The variable control is used to implement dials and slides and may have 
one of many values associated with it. Visually, the image of a variable 


Appendix C: Introduction to CD-RTOS and Invision 233 


control has two parts, a background and a moveable part. The moveable 
part appears to the user in one of three states, disabled, normal and 
highlighted. As with pushbuttons and switches, the application may 
disable a variable control to signify to the user that the control will not 
do anything. When the control is not disabled and the pointer is not in 
the control’s region, the control is in the highlighted state. If the user 
depresses a trigger button, the user can move the moveable part of the 
control by dragging. The application can specify two functions to be 
executed by this type of control. One is executed while the button remains 
down and the pointer is moved. The other is executed when the trigger 
button is released. Both are passed the value of the control as a parameter. 


REQUESTS 


Requests, like controls, are a high-level mechanism for obtaining input 
from the user of a CD-I player. Applications use requests to present a 
question to the user of the CD-I player and get a response to a range of 
choices. Requests are typically used at decision points in an application 
where the user can guide its flow. They are similar to the pop-up of 
pull-down menus supplied with computer based user interface toolkits. 
While the application has complete control of the appearance of requests, 
including the ability to supply actual image data, the question and choice 
behavior of it is not changeable. The figure shows the CD-Audio player 
accessory with a request on it, asking the user to select a song to play. 


iui CD Audio Player ane ig 


Pause Stop 


C=) 
Rew Eject 


Ca) 


Treble 149 


[| until we have faces 
re) * 





Requests consist of a question and several possible responses. When the 
request is drawn on a drawmap, an action region is associated with each 
choice. Each choice can appear to the user in one of three states, disabled, 
normal and highlighted. When the application disables a choice it signals 
the user that the choice is not a valid one. If a choice is not disabled and 
the pointer is not in its action region, the choice is in the highlighted state. 
If a trigger button is depressed and released then an application specified 
function is executed. It is passed the choice as a parameter. 


234 CD-I: A Designer's Overview 


VISUAL EFFECTS 


The Presentation Support Library includes a number of functions to 
simplify the generation of such visual effects as wipe, fade, dissolve, 
matte and cut. The Field Control Tables and Line Control Tables which 
control the display contain parameter information in the form of 
instructions. Some of the visual effects functions generate lists of 
instructions which are suitable for writing into LCT’s. One of these 
functions takes a drawmap and some coordinate information and returns 
a list of "load video start address" instructions which, when written to 
and LCT, will cause the selected portion of the drawmap to be displayed. 
Another takes a region created by the video driver and returns a list of 
"load matte register" instructions for writing into anLCT. 


The other visual effects functions perform timed writes to LCT’s. For 
doing fades and dissolves, there is a function which automatically 
generates a "set image contribution factor" instructions and writes them 
into the LCT ata rate specified by the application. Other functions write 
lists of instructions specified by the application on a timed basis. 


INTERNATIONALIZATION 


Since the CD-I market is international in scope, a significant number of 
applications will need to be country independent. The largest area of need 
for this is when applications prompt users for input using requesters or 
controls and in the display of textual information. To help solve this 
problem the Presentation Support Library provides resource modules. 
Content providers can store country dependent information in these 
modules. All an application need do is obtain the resource module for 
the correct language and use the data in it. A small number of functions 
are provided for properly formatting date, time and money strings 
according to individual countries’ standards. 


PREFERENCES 


The Presentation Support Library maintains a file on the CD-I player’s 
non-volatile RAM. It is mused to store the user’s preferences. 
Preferences are simply parameters which affect the operation of the CD-I 
system which can be adjusted by the user. One of these parameters is the 
nationality of the user. This should be consulted by the country 
independent applications so they can determine how to present 
information to the user in a way that he is culturally accustomed to. Other 
parameters are key delay time and key repeat time. 


Appendix C: Introduction to CD-RTOS and Invision 


THE VISUAL SHELL 


The most visible part of InVision is the Visual Shell. The Visual Shell is 
the first program that the user interacts with when he turns on the CD-I 
player. The Visual Shell is designed to be the control panel of a CD-I 
player. Its main purpose is to start the play of discs and start the various 
accessories. 


The Visual Shell is created using a request. The choices given in the 
request correspond to the accessories that are available on the player. The 
Visual Shell is fully customizable. When it is executed, the Visual Shell 
accesses a resource module that the manufacturer has included in the 
ROM. This module contains the image data for the background screen, 
the data required by the request and the names of the individual 
accessories that may be executed. The Visual Shell then waits until the 
user either inserts a disc or selects one of the choices on the display using 
the pointing device. 


Small programs, called accessories are also provided with the Visual 
Shell. The programs are used to set devices such as a clock or maintain 
data in the preference file, or use the CD-I player as a CD-Digital Audio 
player. What accessories are provided with a player is determined by the 
player manufacturer. If a remote control bus is available on a CD-I player 
it could become the centerpiece of an audio-video system. Accessories 
could be provided that control each component on the bus. 


Further information on InVision can be obtained from Microware 
Systems Corporation, Des Moines, Iowa, USA. 


235 


INDEX 


A 


action area/region 49, 93 
ADPCM 120 

analog 16 

animated figure 92 
animation 32 

application 49 

application software 130 
APU 72 

audio 18, 23, 65, 70, 94, 96, 132, 
139 

audio control 26 

audio pathway 132 

audio processor 120 
audio quality 23 

audio sector 113 
authoring environment 61 


B 


base case decoder 117 
border color 128 
brightness 38 

budget 56 


Cc 


calendar 130 

CD 15 

CD-control unit 120 
CD-DA 12, 15, 23 
CD-drive 118 

CD-I 3, 14, 15, 17, 21, 107 
CD-ROM 3, 12, 15 
CD-RTOS 18, 78, 133 
CD-V 12, 15 

CDFM 139 

chroma-key 38, 102 

clock 130 

CLUT 19, 30, 33, 69, 75, 122 
CLUT image 115 

CLV 80 

coding combination 122 
compression 28 

consumer 7, 21, 47, 49 


Index 237 


constraint analyzer 64 
control 140 

control device 22 
CSD 135 

cut 34 


D 


data acquisition 64 
data format 64 

data management 86 
data sector 117 
database 65 
dataflow 77 

DCP 126 

decoder 117 

design 66 

design brief 45 
design process 19, 46, 53 
designer’s station 63 
design team 54 
digital 16 

directory 111 

disc building 64 
disc label 

disc space 67, 95 
disc structure 109 
display manager 142 
dissolve 40 

DMA controller 129 
drawmap 42, 138 
driver 140 
dual-plane 81 

DVI 4 

DYUV 19, 29, 81, 123 
DYUV image 115 


E 


electronic publishing 11 
encyclopedia 85 


fade 38 


238 CD-I: A Designer's Overview 


file 112 

file manager 136 

file protection 136 
French phrasebook 100 


G 


golf 9, 22, 89 
granulation 34 

graphic control panel 87 
graphics 29 


H 


hardware cursor 128 
hyper-media 5 


I 


icon 95 

idea map 52, 57, 59 
image coding 81 
image plane 31 
image store 133 
input device 51 
intensity 38 
interactive 6, 14, 43, 50, 74, 85, 
99 

interactive design 81 
interface devices 74 
interleaving 77 
InVision 51, 142 


K 


kernel 134 


L 
links 88 
M 


magnification 36 
matte 39, 127 

menu 86 

message sector 110 
microprocessor 73, 92 
mosaic effect 36 


motion 32 
multi-media 3 
multi-media CD-ROM 4 


N 


natural images 29 
NRF 140 
NV-RAM 130 


O 


operating system 133 
optical disc 12, 14 
optical media 14 
optical recording 13 


P 


path table 111 
photographic database 89 
physical interface 42 
pixel hold 36 

pixel repeat 36 

plane effect 38 

play 141 

pointing device 130 
presentation editor 65 
presentation support library 142 
production facility 63 
production process 57 
program module 67 
prototype 57 


Q 
QHY 29 
R 


RAM 72, 130 

RAM, non-volatile 130 
real-time 141 

real-time data 41 

real-time dramatization 102 
real-time interactivity 41 
region 138 

resolution 26, 68 

RGB 19, 28, 29, 39, 116, 122, 
125 


RTCA 141 

RTRI 141 

run-length 124 
run-length code 30, 
run-length image 116 


S 


schedule 56 

screen design 74 
screen effect 75, 87 
screen interface 86 
screen update 97 
script 64 

scrolling 35 

sector 67, 112 

seek 97 

seek time 79 

shape recognition 99 
simulator 66 

single plane 34 
soundmap 25 
specification 109 


standard 16, 26, 31, 64 
start-up procedure 134 


status descriptor 134 
storyboard 58, 61 
sub-screen 34 
subsystem 62 
surrogate travel 94 


synchronization 41, 80, 140 


T 


testing 66 
text 29, 31 
tool 63 
track 67 


track organization 110 


transfer path 130 
transparency 38 
trigger button 42 


U 


UCM 136 
user interface 42, 139 


Vv 


video 18, 26, 32, 65, 69, 138 
video pathway 132 

video processor 121 

video quality 27 

video sector 114 

visual effects 33 

visual plane 19 

visual shell 142 


Ww 


wipe 40 
WORM 12 


Index 239 





The definitive explanation of Compact Disc — Interactive, written by the 
authors of the system, Philips International of the Netherlands. 


The book was written by a team of Philips and associated company 
technical experts, and design professionals working in the field, all too 
numerous to name individually. This book is essential reading for those 
wishing to familiarize themselves with this new technology, and places 

special emphasis on the design aspects for developing CD-I discs. 


Compact Disc — Interactive, CD-I for short, is the latest development in 
the field of Optical Recording, based on the highly successful 
CD-Audio, those shiny silver discs that make that perfect sound. 


CD-I starts from the existing capability of CD-Audio, and adds pictures, 
cartoon animation, text, computer programs, as well as a whole range of 
audio quality levels too. And as the name says, CD-I is interactive, in 
other words, it responds to the demands of the user, and provides the 
information he or she requests directly. 


CD-I has been defined by the Compact Disc license holders, 
N.V. Philips and Sony Corporation, as a complete specification, 
covering not only how information is to be stored on the disc, but also 
how the stored information is encoded and decoded. 


This book provides full details on what CD-I can do, and how it works in 
practice. A series of example applications are given to show the 
designer how to approach the design of CD-I discs. 


ISBN 90 201 21219 


GIS 


Taltsiesteltilis 


\\ 








CD-I A DESIGNER’S OVERVIEW Edited Niet mass. ' 


Pr |